• ui 模糊 shader


    build in 环境
    不适用于urp hdrp

    被ui覆盖部分将会产生模糊

    效果

    // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
    
    // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
    Shader "UI/Blurred"
    {
        Properties
        {
            [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
            _Size("Blur Radius", Range(0,4)) = 1
        }
    
            SubShader
            {
                Tags
            {
                "Queue" = "Transparent"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
                "PreviewType" = "Plane"
                "CanUseSpriteAtlas" = "True"
            }
                Cull Off
                Lighting Off
                ZWrite Off
                ZTest Always
                Blend SrcAlpha OneMinusSrcAlpha
    
                // Horizontal blur
            GrabPass{
                Tags{ "LightMode" = "Always" }
            }
                Pass{
                Tags{ "LightMode" = "Always" }
    
                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;
            };
    
            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;
                return o;
            }
    
            sampler2D _GrabTexture;
            float4 _GrabTexture_TexelSize;
            float _Size;
    
            half4 frag(v2f i) : COLOR{
    
                half4 sum = half4(0,0,0,0);
    #define BLURPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
                sum += BLURPIXEL(0.05, -4.0);
                sum += BLURPIXEL(0.09, -3.0);
                sum += BLURPIXEL(0.12, -2.0);
                sum += BLURPIXEL(0.15, -1.0);
                sum += BLURPIXEL(0.18,  0.0);
                sum += BLURPIXEL(0.15, +1.0);
                sum += BLURPIXEL(0.12, +2.0);
                sum += BLURPIXEL(0.09, +3.0);
                sum += BLURPIXEL(0.05, +4.0);
    
                return sum;
            }
                ENDCG
            }
                // Vertical blur
                GrabPass{
                Tags{ "LightMode" = "Always" }
            }
                Pass{
                Tags{ "LightMode" = "Always" }
    
                CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma fragmentoption ARB_precision_hint_fastest
    #include "UnityCG.cginc"
    
                struct appdata_t {
                float4 vertex : POSITION;
                float4 color    : COLOR;
                float2 texcoord: TEXCOORD0;
            };
    
            struct v2f {
                float4 vertex : POSITION;
                float4 uvgrab : TEXCOORD0;
                fixed4 color : COLOR;
            };
    
            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;
                return o;
            }
    
            sampler2D _GrabTexture;
            float4 _GrabTexture_TexelSize;
            float _Size;
    
            half4 frag(v2f i) : COLOR{
    
                half4 sum = half4(0,0,0,0);
    #define BLURPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight
                
                sum += BLURPIXEL(0.05, -4.0);
                sum += BLURPIXEL(0.09, -3.0);
                sum += BLURPIXEL(0.12, -2.0);
                sum += BLURPIXEL(0.15, -1.0);
                sum += BLURPIXEL(0.18,  0.0);
                sum += BLURPIXEL(0.15, +1.0);
                sum += BLURPIXEL(0.12, +2.0);
                sum += BLURPIXEL(0.09, +3.0);
                sum += BLURPIXEL(0.05, +4.0);
    
                return sum;
            }
                ENDCG
            }
    
            Pass
            {
                Name "Default"
                CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma target 2.0
    
        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
    
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
    
                struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
    
            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                float4 uvgrab : TEXCOORD2;
            };
    
            sampler2D _MainTex;
            sampler2D _GrabTexture;
            float4 _GrabTexture_TexelSize;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
    
            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.worldPosition = v.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
    
                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
    #if UNITY_UV_STARTS_AT_TOP
                float scale = -1.0;
    #else
                float scale = 1.0;
    #endif
                OUT.uvgrab.xy = (float2(OUT.vertex.x, OUT.vertex.y * scale) + OUT.vertex.w) * 0.5;
                OUT.uvgrab.zw = OUT.vertex.zw;
    
                OUT.color = v.color;
                return OUT;
            }
    
            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
                half4 blur = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(IN.uvgrab));
                return color;
            }
                ENDCG
            }
            }
    }

    来源:如何做出好看的ui效果    https://www.youtube.com/watch?v=HwdweCX5aMI

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  • 原文地址:https://www.cnblogs.com/sanyejun/p/13961023.html
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