本文實例為大家分享了UnityShader實現(xiàn)運動模糊的具體代碼,供大家參考,具體內(nèi)容如下
1.此代碼掛在攝像機上,使攝像機運動起來
using UnityEngine;using System.Collections; public class Translating : MonoBehaviour { public float speed = 10.0f; public Vector3 startPoint = Vector3.zero; public Vector3 endPoint = Vector3.zero; public Vector3 lookAt = Vector3.zero; public bool pingpong = true; private Vector3 curEndPoint = Vector3.zero; // Use this for initialization void Start () { transform.position = startPoint; curEndPoint = endPoint; } // Update is called once per frame void Update () { transform.position = Vector3.Slerp(transform.position, curEndPoint, Time.deltaTime * speed); transform.LookAt(lookAt); if (pingpong) { if (Vector3.Distance(transform.position, curEndPoint) < 0.001f) { curEndPoint = Vector3.Distance(curEndPoint, endPoint) < Vector3.Distance(curEndPoint, startPoint) ? startPoint : endPoint; } } }}2.此代碼掛在攝像機上
using System.Collections;using System.Collections.Generic;using UnityEngine; public class MotionBlur : PostEffectsBase{ public Shader MotionBlurShader; private Material _motionBlurMaterial = null; public Material Material { get { _motionBlurMaterial = CheckShaderAndCreateMaterial(MotionBlurShader, _motionBlurMaterial); return _motionBlurMaterial; } } //定義運動模糊在混合圖像時使用的模糊參數(shù),值越大,拖尾越明顯,但過大會完全替代當前幀的渲染結(jié)果,所以最大為0.9 [Range(0.0f, 0.9f)] public float BlurAmount = 0.5f; //定義一個RenderTexture類型的變量,保存之前圖像疊加的結(jié)果 private RenderTexture _accumulationTexture; //當腳本不運行時,立即銷毀,這樣在下一次開始運行時會重新疊加圖像 void OnDisable() { DestroyImmediate(_accumulationTexture); } void OnRenderImage(RenderTexture src, RenderTexture dest) { if (Material != null) { //判斷用于混合圖像的_accumulationTexture是否為空,或者是否與當前屏幕分辨率相等 //如果不滿足,需要重新創(chuàng)建 if (_accumulationTexture == null || _accumulationTexture.width != src.width || _accumulationTexture.height != src.height) { //立即銷毀當前_accumulationTexture DestroyImmediate(_accumulationTexture); //創(chuàng)建一個與當前屏幕分辨率相等的 _accumulationTexture = new RenderTexture(src.width, src.height, 0); //由于我們自己控制這個變量的銷毀,所以不需要他顯示在Hierarchy中,也不需要保存在場景中 _accumulationTexture.hideFlags = HideFlags.HideAndDontSave; //使用當前的幀圖像初始化_accumulationTexture Graphics.Blit(src, _accumulationTexture); } //對渲染紋理進行恢復(fù)操作,發(fā)生在渲染的紋理而該紋理又沒有被提前清空或銷毀的情況下 //運動模糊每次調(diào)用OnRenderImage函數(shù),都需要把當前紋理與_accumulationTexture中的圖像混合,所以_accumulationTexture不需要被提前清空 _accumulationTexture.MarkRestoreExpected(); //將參數(shù)傳給材質(zhì) Material.SetFloat("_BlurAmount", 1.0f - BlurAmount); //把當前的屏幕圖像疊加到_accumulationTexture Graphics.Blit(src, _accumulationTexture, Material); //把疊加后的圖像輸出到屏幕 Graphics.Blit(_accumulationTexture, dest); } else { Graphics.Blit(src, dest); } }}3.此Shader賦值給代碼2
Shader "Unity Shaders Book/Chapter 12/MotionBlur"{ Properties { _MainTex ("Base (RGB)", 2D) = "white" {} //混合系數(shù) _BlurAmount("Blur Amount", Float) = 1.0 } SubShader { CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; fixed _BlurAmount; //定義頂點著色器 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; } //定義第一個片元著色器,用于更新渲染紋理的RGB通道部分 fixed4 fragRGB(v2f i) : SV_Target{ //將A通道的值設(shè)為_BlurAmount,這樣在后面混合時可直接使用透明通道進行混合 return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount); } //定義第二個片元著色器,用于更新渲染紋理的A通道部分 half4 fragA(v2f i) : SV_Target{ //直接返回采樣結(jié)果,為了維護渲染紋理的透明通道值,不讓其受到混合時使用的透明度值的影響 return tex2D(_MainTex, i.uv); } ENDCG ZTest Always Cull Off Zwrite Off //第一個Pass,用于更新渲染紋理的RGB通道 Pass { Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment fragRGB ENDCG } //第二個Pass,用于更新渲染紋理的A通道 Pass { Blend One Zero ColorMask A CGPROGRAM #pragma vertex vert #pragma fragment fragA ENDCG } } Fallback Off}
以上就是本文的全部內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持武林網(wǎng)。
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