Shaders 102 - Basics of Image Ef
2020-12-10 本文已影响0人
zitaoye
Shaders 102 - Basics of Image Effects
整体对屏幕效果进行处理
Screen = Mega Quad
OnRenderImage(src,dst);
制作脚本挂在Camera下,
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class CustomImageEffect : MonoBehaviour
{
public Material EffectMat;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (EffectMat != null) {
Graphics.Blit(source, destination, EffectMat);
}
}
}
不要把texture想成一些一定是可视化的东西,实际上对于shader来说,texture就是数据,可以是任何噪声Noise贴图,混乱的等等。
image.png
使用一个Noise贴图去进行变化,需要把这个贴图设置为Repeat。
Shader "Hidden/BasicImageEffect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DisplaceTex("Displacement Texture",2D) = "white"{}
_Magnitude("Magnitude",Range(0,0.1))=1
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off 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;
}
sampler2D _MainTex;
sampler2D _DisplaceTex;
float _Magnitude;
fixed4 frag(v2f i) : SV_Target
{
float2 disp = tex2D(_DisplaceTex, i.uv).xy;
disp = ((disp * 2) - 1) * _Magnitude;
fixed4 col = tex2D(_MainTex,i.uv+disp);
// just invert the colors
//col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
}
Box Blur
通过多次blur自己的rendertexture
并且使用低分辨率的设置方法来提高效率
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class BoxBlur : MonoBehaviour
{
public Material blurMat;
[Range(0,10)]
public int Iterations;
[Range(0, 4)]
public int DownRes;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
int width = source.width >> DownRes;
int height = source.height >> DownRes;
RenderTexture rt = RenderTexture.GetTemporary(width, height);
Graphics.Blit(source, rt);
for (int i = 0; i < Iterations; i++)
{
RenderTexture rt2 = RenderTexture.GetTemporary(width, height);
Graphics.Blit(rt, rt2, blurMat);
RenderTexture.ReleaseTemporary(rt);
rt = rt2;
}
Graphics.Blit(rt, destination);
RenderTexture.ReleaseTemporary(rt);
}
}
通过_Time.x的变量将波纹动起来
time指的是时间
Time (t/20, t, t2, t3), use to animate things inside the shaders.
Shader "Shader102/AnimatedDisplacement"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DisplaceTex("Displacement Texture",2D) = "white"{}
_Magnitude("Magnitude",Range(0,0.1)) = 1
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off 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;
}
sampler2D _MainTex;
sampler2D _DisplaceTex;
float _Magnitude;
fixed4 frag(v2f i) : SV_Target
{
// 用滚动的uv拿到滚动的noise的值,再用这个噪音颜色的值,去加上maintex的uv值...
float2 distuv = float2(i.uv.x + _Time.x * 2,i.uv.y + _Time.x * 2);
float2 disp = tex2D(_DisplaceTex,distuv).xy;
disp = ((disp * 2) - 1)* _Magnitude;
float4 col = tex2D(_MainTex, i.uv+disp);
return col;
}
ENDCG
}
}
}