简易Shader实践记录5-屏幕渐变

1.挂载cs脚本,拖入材质球
在这里插入图片描述

using UnityEngine;
using System.Collections;


[ExecuteInEditMode]
public class FadeBack : MonoBehaviour
{
    [SerializeField]
    private Material m_Material;
    // Use this for initialization  
    void Start()
    {
        //OnRenderImage()
    }

    // Update is called once per frame  
    void Update()
    {

    }

    void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        //RenderTexture src0 = RenderTexture.GetTemporary(source.width, source.height);
        //m_Material.SetTexture("_MainTex", source);
        //Graphics.Blit(source, src0, m_Material, 0);
        //Graphics.Blit(src0, destination);
        //RenderTexture.ReleaseTemporary(src0);

        Graphics.Blit(source, destination, m_Material);
    }
}

2.随着时间变暗效果实现

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "szw/OVRScreenFade2"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
	}
		SubShader
	{
		// No culling or depth top set
		Cull Off ZWrite On ZTest Always
 
		Pass
	{
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
 
#include "UnityCG.cginc"
 
		struct appdata
	{
		float4 vertex : POSITION;
		float2 uv : TEXCOORD0;
	};
 
	struct v2f
	{
		float2 uv : TEXCOORD0;
		float4 vertex : SV_POSITION;
	};
 
	v2f vert(appdata v)
	{
		v2f o;
		o.vertex = UnityObjectToClipPos(v.vertex);
		o.uv = v.uv;
		return o;
	}
 
	uniform float _Timer;
	uniform sampler2D _MainTex;
 
	fixed4 frag(v2f i) : SV_Target
	{
		fixed4 col = tex2D(_MainTex, i.uv);
	fixed4 black = 1 - fixed4(_Time.yyy / 2, 1);
	col *= black;
	return col;
	}
		ENDCG
	}
	}
}

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