Unity 毛玻璃效果(UGUI)—高斯模糊

发表于2017-07-15
评论2 1.62w浏览

因为Unity 提供了GrabPass,可以在Shader中很方便的拿到Panel下面的图像,即_GrabTexture。

Shader "Custom/SimpleGrabPassBlur" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _BumpAmt  ("Distortion", Range (0,128)) = 10
        _MainTex ("Tint Color (RGB)", 2D) = "white" {}
        _BumpMap ("Normalmap", 2D) = "bump" {}
        _Size ("Size", Range(0, 20)) = 1
    }
    Category {
        // We must be transparent, so other objects are drawn before this one.
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
        SubShader {
            // 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 = mul(UNITY_MATRIX_MVP, 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 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
//                  return col;
                    half4 sum = half4(0,0,0,0);
                    #define GRABPIXEL(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  = GRABPIXEL(0.05, -4.0);
                    sum  = GRABPIXEL(0.09, -3.0);
                    sum  = GRABPIXEL(0.12, -2.0);
                    sum  = GRABPIXEL(0.15, -1.0);
                    sum  = GRABPIXEL(0.18,  0.0);
                    sum  = GRABPIXEL(0.15,  1.0);
                    sum  = GRABPIXEL(0.12,  2.0);
                    sum  = GRABPIXEL(0.09,  3.0);
                    sum  = GRABPIXEL(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;
                    float2 texcoord: TEXCOORD0;
                };
                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                };
                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = mul(UNITY_MATRIX_MVP, 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 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
//                  return col;
                    half4 sum = half4(0,0,0,0);
                    #define GRABPIXEL(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
                    //G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation)))
                    sum  = GRABPIXEL(0.05, -4.0);
                    sum  = GRABPIXEL(0.09, -3.0);
                    sum  = GRABPIXEL(0.12, -2.0);
                    sum  = GRABPIXEL(0.15, -1.0);
                    sum  = GRABPIXEL(0.18,  0.0);
                    sum  = GRABPIXEL(0.15,  1.0);
                    sum  = GRABPIXEL(0.12,  2.0);
                    sum  = GRABPIXEL(0.09,  3.0);
                    sum  = GRABPIXEL(0.05,  4.0);
                    return sum;
                }
                ENDCG
            }
            // Distortion
            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;
                    float2 uvbump : TEXCOORD1;
                    float2 uvmain : TEXCOORD2;
                };
                float _BumpAmt;
                float4 _BumpMap_ST;
                float4 _MainTex_ST;
                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = mul(UNITY_MATRIX_MVP, 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;
                    o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
                    o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
                    return o;
                }
                fixed4 _Color;
                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                sampler2D _BumpMap;
                sampler2D _MainTex;
                half4 frag( v2f i ) : COLOR {
                    // calculate perturbed coordinates
                    half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x  y without reconstructing the Z
                    float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
                    i.uvgrab.xy = offset * i.uvgrab.z   i.uvgrab.xy;
                    half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                    half4 tint = tex2D( _MainTex, i.uvmain ) * _Color;
                    return col * tint;
                }
                ENDCG
            }
        }
    }
} 

使用:

新建Panel->去掉Source Image->material处添加此shader的材质球。该Panel即可对背后的显示实现高斯模糊效果。

来自:http://www.igiven.com/?p=632

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