Unity 相机滤镜

滤镜管理代码(挂在Camera对象上)

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
public class CameraShader : MonoBehaviour {
    private Material mat;
    private Shader shader;
    private float TimeX = 1.0f;
    [Range(1, 10)]
    public float Distortion = 1.0f;
    [Range(0.5f, 1.0f)]
    public float speed = 0.75f;
    Material material
    {
        get
        {
            if(mat == null)
            {
                mat = new Material(shader);
                //HideAndDontSave:保留对象到新场景 此属性的功能是用来设置是否将Object对象保留到新Scene中,如果使用HideFlags.HideAndDontSave,
                //则Object对象将在新Scene中被保留下来,但不会显示在Hierarchy面板中。所以后面需要用DestroyImmediate()销毁。
                mat.hideFlags = HideFlags.HideAndDontSave; 
            }
            return mat;
        }
    }
    // Use this for initialization
    void Start () {
        //获取shader
        shader = Shader.Find("CameraFilterPack/TV_Old_Movie");
        //判断显卡是否支持图像后期处理效果
        if (!SystemInfo.supportsImageEffects)
        {
            enabled = false; //此为代码的enable
            return;
        }
    }

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (shader != null)
        {
            //shader参数控制
            TimeX += Time.deltaTime * speed;
            if (TimeX > 100) TimeX = 0;
            material.SetFloat("_TimeX", TimeX);
            material.SetFloat("_Distortion", Distortion);
            //渲染
            Graphics.Blit(source, destination, material);
        }
        else
        {
            Graphics.Blit(source, destination);
        }
    }

    // Update is called once per frame
    void Update()
    {
#if UNITY_EDITOR
        if (Application.isPlaying != true)
        {
            shader = Shader.Find("CameraFilterPack/TV_Old_Movie");
        }
#endif
    }

    void OnDisable()
    {
        if (mat)
        {
            DestroyImmediate(mat);
        }
    }
}

shader代码,根据需求选择所需的shader,下面这个是老电影风格的shader滤镜

Shader "CameraFilterPack/TV_Old_Movie" {
Properties 
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_TimeX ("Time", Range(0.0, 1.0)) = 1.0
_Distortion ("_Distortion", Range(1.0, 10.0)) = 1.0
}
SubShader 
{
Pass
{
Cull Off ZWrite Off ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma target 3.0
#include "UnityCG.cginc"


uniform sampler2D _MainTex;
uniform float _TimeX;
uniform float _Distortion;

struct appdata_t
{
float4 vertex   : POSITION;
float4 color    : COLOR;
float2 texcoord : TEXCOORD0;
};

struct v2f
{
float2 texcoord  : TEXCOORD0;
float4 vertex   : SV_POSITION;
float4 color    : COLOR;
};

v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;

return OUT;
}

float rand(float2 co){
return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
}

float rand(float c){
return rand(float2(c,1.0));
}

float randomLine(float seed, float2 uv)
{
float aa = rand(seed+1.0);
float b = 0.01 * aa;
float c = aa - 0.5;
float l;

if ( aa > 0.2)
l = pow(  abs(aa * uv.x + b * uv.y + c ), 0.125);
else
l = 2.0 - pow( abs(aa * uv.x + b * uv.y + c), 0.125 );				

return lerp(0.5, 1.0, l);
}

float randomBlotch(float seed, float2 uv)
{
float x = rand(seed);
float y = rand(seed+1.0);
float s = 0.01 * rand(seed+2.0);
float2 p = float2(x,y) - uv;
p.x *= 1;
float aa = atan(p.y/p.x);
float v = 1.0;
float ss = s*s * (sin(6.2831*aa*x)*0.1 + 1.0);
if ( dot(p,p) < ss ) v = 0.2;
else v = pow(dot(p,p) - ss, 1.0/16.0);
return lerp(0.3 + 0.2 * (1.0 - (s / 0.02)), 1.0, v);
}


half4 _MainTex_ST;
float4 frag(v2f i) : COLOR
{
float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST);
float2 uv;
uv  = uvst;
float t = float(int(_TimeX * 15.0));
float2 suv = uv + 0.002 * float2( rand(t), rand(t + 23.0));
float3 image = tex2D( _MainTex, float2(suv.x, suv.y) );
float luma = dot( float3(0.2126, 0.7152, 0.0722), image );
float3 oldImage = luma * float3(0.7, 0.7, 0.7);
float randx=rand(t + 8.);
float vI = 16.0 * (uv.x * (1.0-uv.x) * uv.y * (1.0-uv.y));
vI *= lerp( 0.7, 1.0, randx+.5);
vI += 1.0 + 0.4 *randx;
vI *= pow(16.0 * uv.x * (1.0-uv.x) * uv.y * (1.0-uv.y), 0.4);
int l = int(8.0 * randx);
if ( 0 < l ) vI *= randomLine( t+6.0+17.* float(0),uv);
if ( 1 < l ) vI *= randomLine( t+6.0+17.* float(1),uv);
int s = int( max(8.0 * rand(t+18.0) -2.0, 0.0 ));
if ( 0 < s ) vI *= randomBlotch( t+6.0+19.* float(0),uv);
if ( 1 < s ) vI *= randomBlotch( t+6.0+19.* float(1),uv);
return float4(oldImage * vI, 1.0);

}

ENDCG
}

}
}

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