Unity Shader 屏幕后处理 运动模糊 累计模糊

效果

代码

using UnityEngine;

public class MotionBlur : PostEffectsBase
{

    public Shader motionBlurShader;
    private Material motionBlurMaterial = null;

    public Material material
    {
        get
        {
            motionBlurMaterial = CheckShaderAndCreateMaterial(motionBlurShader, motionBlurMaterial);
            return motionBlurMaterial;
        }
    }

    [Range(0.0f, 0.9f)]
    public float blurAmount = 0.5f;

    private RenderTexture accumulationTexture;

    void OnDisable()
    {
        DestroyImmediate(accumulationTexture);
    }

    void OnRenderImage(RenderTexture src, RenderTexture dest)
    {
        if (material != null)
        {
            // Create the accumulation texture
            if (accumulationTexture == null || accumulationTexture.width != src.width || accumulationTexture.height != src.height)
            {
                DestroyImmediate(accumulationTexture);
                accumulationTexture = new RenderTexture(src.width, src.height, 0);
                accumulationTexture.hideFlags = HideFlags.HideAndDontSave;
                Graphics.Blit(src, accumulationTexture);
            }

            // We are accumulating motion over frames without clear/discard
            // by design, so silence any performance warnings from Unity
            accumulationTexture.MarkRestoreExpected();

            material.SetFloat("_BlurAmount", 1.0f - blurAmount);

            Graphics.Blit(src, accumulationTexture, material);
            Graphics.Blit(accumulationTexture, dest);
        }
        else
        {
            Graphics.Blit(src, dest);
        }
    }
}

shader

Shader "MyShader/MotionBlur"
{
    Properties
    {
            _MainTex("Base (RGB)", 2D) = "white" {}
            _BlurAmount("Blur Amount", Float) = 1.0
    }
        SubShader
            {
            CGINCLUDE

            #include "UnityCG.cginc"

            sampler2D _MainTex;
            fixed _BlurAmount;

            struct v2f
            {
                float4 pos : SV_POSITION;
                half2 uv : TEXCOORD0;
            };

            v2f vert(appdata_img v)
            {
                v2f o;

                o.pos = UnityObjectToClipPos(v.vertex);

                o.uv = v.texcoord;

                return o;
            }

            fixed4 fragRGB(v2f i) : SV_Target
            {
                return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount);
            }

            half4 fragA(v2f i) : SV_Target
            {
                return tex2D(_MainTex, i.uv);
            }

            ENDCG

            ZTest Always Cull Off ZWrite Off

            Pass
            {
                Blend SrcAlpha OneMinusSrcAlpha
                ColorMask RGB

                CGPROGRAM

                #pragma vertex vert  
                #pragma fragment fragRGB  

                ENDCG
            }

            Pass
            {
                Blend One Zero
                ColorMask A

                CGPROGRAM

                #pragma vertex vert  
                #pragma fragment fragA

                ENDCG
            }
            }
                FallBack Off
}

参考 我买的 unity shader 入门精要

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