UGUI研究院之Image模糊效果(十八)

本文固定链接: http://www.xuanyusong.com/archives/3541
雨松MOMO 2015年06月24日 于 雨松MOMO程序研究院 发表

先去unity官网上把对应unity版本的UI着色器都下载下来。然后对其进行一番简单的修改,/–add–之间的内容就是我添加的。

Shader "CustomUI/Default"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15
        //--------------add------------------
        _Distance ("Distance", Float) = 0.015
        //--------------add------------------
    }

    SubShader
    {
        Tags
        { 
            "Queue"="Transparent" 
            "IgnoreProjector"="True" 
            "RenderType"="Transparent" 
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp] 
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Fog { Mode Off }
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

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

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                half2 texcoord  : TEXCOORD0;
            };

            fixed4 _Color;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
                OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
                OUT.color = IN.color * _Color;
                return OUT;
            }

            sampler2D _MainTex;
            //--------------add------------------
            float _Distance;
            //--------------add------------------
            fixed4 frag(v2f IN) : SV_Target
            {
//              //half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
//              //clip (color.a - 0.01);
//              //return color;

                //--------------add------------------
                float distance = _Distance;
                fixed4 computedColor = tex2D(_MainTex, IN.texcoord) * IN.color;
                computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y + distance )) * IN.color;
                computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y)) * IN.color;
                computedColor += tex2D(_MainTex, half2(IN.texcoord.x , IN.texcoord.y + distance )) * IN.color;
                computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y - distance )) * IN.color;
                computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y - distance )) * IN.color;
                computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y + distance )) * IN.color;
                computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y)) * IN.color;
                computedColor += tex2D(_MainTex, half2(IN.texcoord.x , IN.texcoord.y - distance )) * IN.color;
                computedColor = computedColor / 9;
                return computedColor;
                //--------------add------------------
            }
        ENDCG
        }
    }
}

然后在创建一个材质把这个Shader挂上去。
这里写图片描述
看一下效果吧。
这里写图片描述
如果运行时想改的话就封装一个方法来动态的更换材质即可,欢迎大家测试看看效率如何。

参考:http://www.zedia.net/2013/blur-filter-for-uitexture-in-ngui/

转by:蒋志杰

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值