Image 模糊遮罩Shader

Shader "Custom/Vague" {

Properties{

_Color("Main Color", Color) = (1,1,1,1)

_BumpAmt("Distortion", Range(0,128)) = 10

_MainTex("Tint Color (RGB)", 2D) = "white" {}

_BumpMap("Normalmap", 2D) = "bump" {}

_Size("Size", Range(0, 20)) = 1

}

 

Category{

 

// We must be transparent, so other objects are drawn before this one.  

Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }

 

 

SubShader{

 

// Horizontal blur  

GrabPass{

Tags{ "LightMode" = "Always" }

}

Pass{

Tags{ "LightMode" = "Always" }

 

CGPROGRAM

#pragma vertex vert  

#pragma fragment frag  

#pragma fragmentoption ARB_precision_hint_fastest  

#include "UnityCG.cginc"  

 

struct appdata_t {

float4 vertex : POSITION;

float2 texcoord: TEXCOORD0;

};

 

struct v2f {

float4 vertex : POSITION;

float4 uvgrab : TEXCOORD0;

};

 

v2f vert(appdata_t v) {

v2f o;

o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);

#if UNITY_UV_STARTS_AT_TOP  

float scale = -1.0;

#else  

float scale = 1.0;

#endif  

o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;

o.uvgrab.zw = o.vertex.zw;

return o;

}

 

sampler2D _GrabTexture;

float4 _GrabTexture_TexelSize;

float _Size;

 

half4 frag(v2f i) : COLOR{

//                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));  

//                  return col;  

 

half4 sum = half4(0,0,0,0);

#define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight  

sum += GRABPIXEL(0.05, -4.0);

sum += GRABPIXEL(0.09, -3.0);

sum += GRABPIXEL(0.12, -2.0);

sum += GRABPIXEL(0.15, -1.0);

sum += GRABPIXEL(0.18,  0.0);

sum += GRABPIXEL(0.15, +1.0);

sum += GRABPIXEL(0.12, +2.0);

sum += GRABPIXEL(0.09, +3.0);

sum += GRABPIXEL(0.05, +4.0);

 

return sum;

}

ENDCG

}

// Vertical blur  

GrabPass{

Tags{ "LightMode" = "Always" }

}

Pass{

Tags{ "LightMode" = "Always" }

 

CGPROGRAM

#pragma vertex vert  

#pragma fragment frag  

#pragma fragmentoption ARB_precision_hint_fastest  

#include "UnityCG.cginc"  

 

struct appdata_t {

float4 vertex : POSITION;

float2 texcoord: TEXCOORD0;

};

 

struct v2f {

float4 vertex : POSITION;

float4 uvgrab : TEXCOORD0;

};

 

v2f vert(appdata_t v) {

v2f o;

o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);

#if UNITY_UV_STARTS_AT_TOP  

float scale = -1.0;

#else  

float scale = 1.0;

#endif  

o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;

o.uvgrab.zw = o.vertex.zw;

return o;

}

 

sampler2D _GrabTexture;

float4 _GrabTexture_TexelSize;

float _Size;

 

half4 frag(v2f i) : COLOR{

//                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));  

//                  return col;  

 

half4 sum = half4(0,0,0,0);

#define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight  

//G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation)))  

 

sum += GRABPIXEL(0.05, -4.0);

sum += GRABPIXEL(0.09, -3.0);

sum += GRABPIXEL(0.12, -2.0);

sum += GRABPIXEL(0.15, -1.0);

sum += GRABPIXEL(0.18,  0.0);

sum += GRABPIXEL(0.15, +1.0);

sum += GRABPIXEL(0.12, +2.0);

sum += GRABPIXEL(0.09, +3.0);

sum += GRABPIXEL(0.05, +4.0);

 

return sum;

}

ENDCG

}

 

// Distortion  

GrabPass{

Tags{ "LightMode" = "Always" }

}

Pass{

Tags{ "LightMode" = "Always" }

 

CGPROGRAM

#pragma vertex vert  

#pragma fragment frag  

#pragma fragmentoption ARB_precision_hint_fastest  

#include "UnityCG.cginc"  

 

struct appdata_t {

float4 vertex : POSITION;

float2 texcoord: TEXCOORD0;

};

 

struct v2f {

float4 vertex : POSITION;

float4 uvgrab : TEXCOORD0;

float2 uvbump : TEXCOORD1;

float2 uvmain : TEXCOORD2;

};

 

float _BumpAmt;

float4 _BumpMap_ST;

float4 _MainTex_ST;

 

v2f vert(appdata_t v) {

v2f o;

o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);

#if UNITY_UV_STARTS_AT_TOP  

float scale = -1.0;

#else  

float scale = 1.0;

#endif  

o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;

o.uvgrab.zw = o.vertex.zw;

o.uvbump = TRANSFORM_TEX(v.texcoord, _BumpMap);

o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);

return o;

}

 

fixed4 _Color;

sampler2D _GrabTexture;

float4 _GrabTexture_TexelSize;

sampler2D _BumpMap;

sampler2D _MainTex;

 

half4 frag(v2f i) : COLOR{

// calculate perturbed coordinates  

half2 bump = UnpackNormal(tex2D(_BumpMap, i.uvbump)).rg; // we could optimize this by just reading the x  y without reconstructing the Z  

float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;

i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;

 

half4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));

half4 tint = tex2D(_MainTex, i.uvmain) * _Color;

 

return col * tint;

}

ENDCG

}

}

}

}

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