Unity3D 实现镜头模糊效果[Shader]

转自:http://www.manew.com/thread-98523-1-1.html

 

shader代码:CameraFilterPack_Blur_Movie.shader

Shader "CameraFilterPack/Blur_Movie" {
        Properties 
        {
                _MainTex ("Base (RGB)", 2D) = "white" {}
                _TimeX ("Time", Range(0.0, 1.0)) = 1.0
                _Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
                _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
                _Radius ("_Radius", Range(0.0, 1000.0)) = 700.0
                _Factor ("_Factor", Range(0.0, 1000.0)) = 200.0
        }
        SubShader 
        {
                Pass
                {
                        ZTest Always
                        CGPROGRAM
                        #pragma vertex vert
                        #pragma fragment frag
                        #pragma fragmentoption ARB_precision_hint_fastest
                        #pragma target 3.0
                        #pragma glsl
                        #include "UnityCG.cginc"
                         
                         
                        uniform sampler2D _MainTex;
                        uniform float _TimeX;
                        uniform float _Distortion;
                        uniform float4 _ScreenResolution;
                        uniform float _Radius;
                        uniform float _Factor;
                         
                    struct appdata_t 
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
  
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 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;
            }
                      #define tex2D(sampler,uvs)  tex2Dlod( sampler , float4( ( uvs ) , 0.0f , 0.0f) )
                        float4 frag (v2f i) : COLOR
                        {
                                float factor = _Factor/_ScreenResolution.y * 64.0;
                                float radius = _Radius/_ScreenResolution.x * 2.0;
                                float4 col = 0.0; 
                                float4 accumColx = 0.0;
                                float4 accumW = 0.0;
                                for (float j = -5.0; j < 5.0; j += 1.0)
                                {
                                        for (float u = -5.0; u < 5.0; u += 1.0)
                                        { 
                                                float2 offsetx = (1.0/_ScreenResolution.xy) * float2(u + j, j - u);
                                                col = tex2D(_MainTex, i.texcoord.xy + offsetx * radius);
                                                float4 movie = 1.0 + col * col * col * factor;
                                                accumColx = accumColx + col * movie;
                                                accumW += movie;
                                        }
                                }  
                                accumColx = accumColx/accumW;
                                return accumColx;
                        }
                         
                        ENDCG
                }
                 
        }
}

C#脚本,挂在摄像机上:CameraFilterPack_Blur_Movie.cs

using UnityEngine;
 
[ExecuteInEditMode]
[AddComponentMenu ("Camera Filter Pack/Blur/Movie")]
public class CameraFilterPack_Blur_Movie : MonoBehaviour {
        #region Variables
        public Shader SCShader;
        private float TimeX = 1.0f;
        private Vector4 ScreenResolution;
        private Material SCMaterial;
        [Range(0,1000)]
        public float Radius = 150.0f;
        [Range(0,1000)]
        public float Factor = 200.0f;
        [Range(1,8)]
        public int FastFilter = 2;
 
        public static float ChangeRadius;
        public static float ChangeFactor;
        public static int ChangeFastFilter;
 
        #endregion
         
        #region Properties
        Material material
        {
                get
                {
                        if(SCMaterial == null)
                        {
                                SCMaterial = new Material(SCShader);
                                SCMaterial.hideFlags = HideFlags.HideAndDontSave;        
                        }
                        return SCMaterial;
                }
        }
        #endregion
        void Start () 
        {
                ChangeRadius = Radius;
                ChangeFactor = Factor;
                ChangeFastFilter = FastFilter;
                SCShader = Shader.Find("CameraFilterPack/Blur_Movie");
 
                if(!SystemInfo.supportsImageEffects)
                {
                        enabled = false;
                        return;
                }
        }
 
        void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
        {
         
                if(SCShader != null)
                {
                        int DownScale=FastFilter;
                        TimeX+=Time.deltaTime;
                        if (TimeX>100)  TimeX=0;
                        material.SetFloat("_TimeX", TimeX);
                        material.SetFloat("_Radius", Radius/DownScale);
                        material.SetFloat("_Factor", Factor);
                        material.SetVector("_ScreenResolution",new Vector2(Screen.width/DownScale,Screen.height/DownScale));
                        int rtW = sourceTexture.width/DownScale;
                        int rtH = sourceTexture.height/DownScale;
 
                        if (FastFilter>1)
                        {
                        RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
                        Graphics.Blit(sourceTexture, buffer, material);
                        Graphics.Blit(buffer, destTexture);
                        RenderTexture.ReleaseTemporary(buffer);
                        }
                        else
                        {
                                Graphics.Blit(sourceTexture, destTexture, material);
                        }
                }
                else
                {
                        Graphics.Blit(sourceTexture, destTexture);        
                }
         
                 
        }
void OnValidate()
{
                ChangeRadius=Radius;
                ChangeFactor=Factor;
                ChangeFastFilter=FastFilter;
}
        // Update is called once per frame
        void Update () 
        {
                if (Application.isPlaying)
                {
                        Radius = ChangeRadius;
                        Factor = ChangeFactor;
                        FastFilter = ChangeFastFilter;
                }
                #if UNITY_EDITOR
                if (Application.isPlaying!=true)
                {
                        SCShader = Shader.Find("CameraFilterPack/Blur_Movie");
 
                }
                #endif
 
        }
         
        void OnDisable ()
        {
                if(SCMaterial)
                {
                        DestroyImmediate(SCMaterial);        
                }
                 
        }
 
}

测试可以实现镜头内模型的模糊效果,但不影响UGUI控件的显示。

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