Shader "Unlit/FrostedGlass" { Properties { _Size ("Blur", Range(0, 30)) = 1 [HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {} _AdditiveColor ("Additive Tint color", Color) = (0, 0, 0, 0) _MultiplyColor ("Multiply Tint color", Color) = (1, 1, 1, 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 { "_HBlur" } /* ZTest Off Blend SrcAlpha OneMinusSrcAlpha */ Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha Pass { 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 uvmain : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(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.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _HBlur; float4 _HBlur_TexelSize; float _Size; float4 _AdditiveColor; float4 _MultiplyColor; half4 frag( v2f i ) : COLOR { half4 sum = half4(0,0,0,0); #define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_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); half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r, sum.g * _MultiplyColor.g + _AdditiveColor.g, sum.b * _MultiplyColor.b + _AdditiveColor.b, tex2D(_MainTex, i.uvmain).a); return result; } ENDCG } // Vertical blur GrabPass { "_VBlur" } Pass { 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 uvmain : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(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.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } sampler2D _VBlur; float4 _VBlur_TexelSize; float _Size; float4 _AdditiveColor; float4 _MultiplyColor; half4 frag( v2f i ) : COLOR { half4 sum = half4(0,0,0,0); #define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size, 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); half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r, sum.g * _MultiplyColor.g + _AdditiveColor.g, sum.b * _MultiplyColor.b + _AdditiveColor.b, tex2D(_MainTex, i.uvmain).a); return result; } ENDCG } } } }
unity ugui image 毛玻璃效果,不通过camera
最新推荐文章于 2024-08-09 07:41:21 发布