• Shader 屏幕后期特效 Shake(震屏)&Wave(波纹)


    震屏效果


    Shader:

    ////////////////////////////////////////////
    ///// CameraPlay - by VETASOFT 2017    /////
    ////////////////////////////////////////////
    
    Shader "CameraPlay/Shake" { 
    Properties 
    {
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _TimeX ("Time", Range(0.0, 1.0)) = 1.0
    _ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,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 _Value;
    uniform float _Value2;
    uniform float _Value3;
    uniform float4 _ScreenResolution;
    struct appdata_t
    {
    float4 vertex   : POSITION;
    float4 color    : COLOR;
    float2 texcoord : TEXCOORD0;
    };
    struct v2f
    {
    float2 texcoord  : TEXCOORD0;
    float4 vertex   : SV_POSITION;
    float4 color    : COLOR;
    };
    v2f vert(appdata_t IN)
    {
    v2f OUT;
    OUT.vertex = UnityObjectToClipPos(IN.vertex);
    OUT.texcoord = IN.texcoord;
    OUT.color = IN.color;
    return OUT;
    }
    
    float nrand(float2 n) 
    {
    return frac(sin(dot(n.xy, float2(12.9898, 78.233)))* 43758.5453);
    }
    
    float4 frag (v2f i) : COLOR
    {
    float2 uv = i.texcoord.xy;
    float t = float(int(_TimeX * _Value));
    float2 suv = float2(0,0);
    suv.x = uv.x + _Value2 * nrand(t);
    suv.y = uv.y + _Value3 * nrand(t + 23.0);
    suv.x -=_Value2/2;
    suv.y -=_Value3/2;
    float3 col = tex2D(_MainTex,suv).rgb;
    return float4(col,1.0);
    }
    ENDCG
    }
    }
    }
    View Code

    Controller:

    ////////////////////////////////////////////
    ///// CameraPlay - by VETASOFT 2017    /////
    ////////////////////////////////////////////
    
    using UnityEngine;
    
    public class ShakeController : MonoBehaviour
    {
        [HideInInspector] public Shader m_shader;
        private float m_time = 1.0f;
        private Vector4 m_screenResolution;
        private Material m_material;
        [HideInInspector] public float m_value = 0.5f;
        [HideInInspector] public float m_size = 1f;
        [HideInInspector] public float m_duration = 1f;
        [HideInInspector] private float m_timer = 1f;
        [HideInInspector] public float m_speed = 15f;
        
        Material material
        {
            get
            {
                if (m_material == null)
                {
                    m_material = new Material(m_shader);
                    m_material.hideFlags = HideFlags.HideAndDontSave;
                }
                return m_material;
            }
        }
        void Awake()
        {
            m_value = 0;
            m_timer = 0;
            m_shader = Shader.Find("CameraPlay/Shake");
            if (!SystemInfo.supportsImageEffects)
            {
                enabled = false;
                Debug.Log("手机不支持后处理...");
                return;
            }
    
            m_duration = 0.2f;
            m_speed = 30;
            m_size = 1;
        }
    
        // Start Animation
        void OnEnable()
        {
            m_value = 0;
            m_timer = 0;
        }
    
    
        void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
        {
            if (m_shader != null)
            {
                m_time += Time.deltaTime;
                if (m_time > 100) m_time = 0;
                material.SetFloat("_TimeX", m_time);
                material.SetFloat("_Value", m_speed);
                material.SetFloat("_Value2", m_size * 0.008f);
                material.SetFloat("_Value3", m_size * 0.008f);
                material.SetVector("_ScreenResolution", new Vector4(sourceTexture.width, sourceTexture.height, 0.0f, 0.0f));
                Graphics.Blit(sourceTexture, destTexture, material);
            }
            else
            {
                Graphics.Blit(sourceTexture, destTexture);
            }
        }
        void Update()
        {
    
            m_timer += Time.deltaTime * (1 / m_duration);
            if (m_timer > 1.1f) /*Object.Destroy(this);*/
                this.enabled = false;
        }
        void OnDisable()
        {
            if (m_material)
            {
                DestroyImmediate(m_material);
            }
        }
    }
    View Code

    使用方法:

      1.Shader和Controller拖进项目。Shader还要丢到Edit - Project Settings -Graphics 的Always included Shaders 中

      2.摄像机上挂载对应脚本,控制脚本的Enable属性即可

    杂谈:

      Shader控制震屏比animation控制更简单,而且不易出错

    波纹效果


     

    Shader:

    ////////////////////////////////////////////
    ///// CameraPlay - by VETASOFT 2017    /////
    ////////////////////////////////////////////
    
    Shader "CameraPlay/ShockWave"
    {
        Properties
        {
            _MainTex("Base (RGB)", 2D) = "white" {}
            _TimeX("Time", Range(0.0, 1.0)) = 1.0
            _ScreenResolution("_ScreenResolution", Vector) = (0.,0.,0.,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 _Value;
            uniform float _Value2;
            uniform float _Value3;
            uniform float _Value4;
            uniform float4 _ScreenResolution;
            uniform float2 _MainTex_TexelSize;
    
        struct appdata_t
        {
            float4 vertex   : POSITION;
            float4 color    : COLOR;
            float2 texcoord : TEXCOORD0;
        };
        struct v2f
        {
            float2 texcoord  : TEXCOORD0;
            float4 vertex   : SV_POSITION;
            float4 color : COLOR;
        };
        v2f vert(appdata_t IN)
        {
            v2f OUT;
            OUT.vertex = UnityObjectToClipPos(IN.vertex);
            OUT.texcoord = IN.texcoord;
            OUT.color = IN.color;
            return OUT;
        }
        float4 frag(v2f i) : COLOR
        {
            float2 uv = i.texcoord.xy;
            float2 uv2 = uv;
            #if UNITY_UV_STARTS_AT_TOP
            if (_MainTex_TexelSize.y < 0)
            uv.y = 1 - uv.y;
            #endif
            float Dist = distance(uv, float2(_Value, _Value2));
            float Diff = (Dist - _Value3);
            float v = (1.0 - pow(abs(Diff * 10.0), 0.8));
            float vt = v * 0.02 * _Value4;
            vt = saturate(vt);
            uv2.x = uv2.x - vt;
            uv2.y = uv2.y - vt;
            float4 Color = tex2D(_MainTex, uv2);
            Color.rgb += float3(vt, vt, vt);
            
    
            
            return Color;
        }
            ENDCG
        }
        }
    }
    View Code

    Controller:

    /***************************************
    Editor: Tason
    Version: v1.0
    Last Edit Date: 2018-XX-XX 
    Tel: 328791554@qq.com
    Function Doc: 
    
    ***************************************/
    
    using UnityEngine;
    
    public class WaveController : MonoBehaviour 
    {
        [HideInInspector] public Shader m_shader;
        private float m_time = 1.0f;
        private Vector4 m_screenResolution;
        private Material m_material;
        [HideInInspector] public float m_posX = 0.5f;
        [HideInInspector] public float m_posY = 0.5f;
        [HideInInspector] public float m_value = 0.5f;
        [HideInInspector] public float m_size = 1f;
        [HideInInspector] public float m_duration = 1f;
        [HideInInspector] private float m_timer = 1f;
    
        Material material
        {
            get
            {
                if (m_material == null)
                {
                    m_material = new Material(m_shader);
                    m_material.hideFlags = HideFlags.HideAndDontSave;
                }
                return m_material;
            }
        }
    
        void Awake()
        {
            m_value = 0;
            m_timer = 0;
            m_shader = Shader.Find("CameraPlay/ShockWave");
            if (!SystemInfo.supportsImageEffects)
            {
                enabled = false;
                Debug.Log("手机不支持后处理...");
                return;
            }
    
            m_posX = 0.5f;
            m_posY = 0.5f;
            m_duration = 1.5f * 2;
            m_size = 1;
        }
    
        void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
        {
            if (m_shader != null)
            {
                m_time += Time.deltaTime;
                if (m_time > 100) m_time = 0;
                material.SetFloat("_TimeX", m_time);
                material.SetFloat("_Value", m_posX);
                material.SetFloat("_Value2", m_posY);
                material.SetFloat("_Value3", m_value);
                material.SetFloat("_Value4", m_size);
                material.SetVector("_ScreenResolution", new Vector4(sourceTexture.width, sourceTexture.height, 0.0f, 0.0f));
                Graphics.Blit(sourceTexture, destTexture, material);
            }
            else
            {
                Graphics.Blit(sourceTexture, destTexture);
            }
        }
    
        void OnEnable()
        {
            m_value = 0;
            m_timer = 0;
        }
    
        private void Update()
        {
            m_timer += Time.deltaTime * (1 / m_duration);
            if (m_timer > 1.1f)
                //Object.Destroy(this);
                this.enabled = false;
                
            m_value = m_timer;
        }
    
        void OnDisable()
        {
            if (m_material)
            {
                DestroyImmediate(m_material);
            }
        }
    }
    View Code

    使用方法同“震屏”(同上)

    资源链接:

      链接:https://pan.baidu.com/s/1ZcSskWxi3wMgYOU9rg4o-g 密码:vzfn

    修改:

      1.Ondisable 中注释掉 DestroyImmediate() 函数!不需要销毁材质!

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  • 原文地址:https://www.cnblogs.com/jwv5/p/9515933.html
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