旧版内建渲染管线下的毛玻璃模糊效果:
实现原理很简单,就是利用Unity的GrabPass来抓取当前屏幕渲染的图像,然后进行一个Blur高斯模糊算法。为了效果更好,可以分别进行横竖模糊,只不过会变成4个DC而已。
使用也很简单,新建一个材质,赋予这个着色器,并给UGUI的Image设置该材质即可。通过调节Color的黑白值来设置模糊的程度。
GrabPass {} Pass1 { 横向模糊 } GrabPass {} Pass2 { 纵向模糊 }
Shader "Custom/BackBlur" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Main Color", Color) = (1,1,1,1) _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" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } SubShader { ZWrite Off // Horizontal blur GrabPass { Tags { "LightMode" = "Always" } } Pass { Tags { "LightMode" = "Always" } Name "BackBlurHor" 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; float4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float4 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; o.color = v.color; return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; sampler2D _MainTex; float4 _MainTex_TexelSize; float _Size; uniform float4 _Color; half4 GrabPixel(v2f i, float weight, float kernelx) { if (i.uvgrab.x == 0 && i.uvgrab.y == 0) { kernelx = 0; } return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x*kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight; } half4 frag(v2f i) : COLOR { 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(i, 0.05, -4.0); sum += GrabPixel(i, 0.09, -3.0); sum += GrabPixel(i, 0.12, -2.0); sum += GrabPixel(i, 0.15, -1.0); sum += GrabPixel(i, 0.18, 0.0); sum += GrabPixel(i, 0.15, +1.0); sum += GrabPixel(i, 0.12, +2.0); sum += GrabPixel(i, 0.09, +3.0); sum += GrabPixel(i, 0.05, +4.0); float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); float decayFactor = 1.0f; if (i.uvgrab.x == 0 && i.uvgrab.y == 0) { decayFactor = 0; } sum = lerp(col5, sum, decayFactor) * i.color * _Color; return sum; } ENDCG } // Vertical blur GrabPass { Tags { "LightMode" = "Always" } } Pass { Tags { "LightMode" = "Always" } Name "BackBlurVer" 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; float4 color : COLOR; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; float4 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; o.color = v.color; return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float _Size; uniform float4 _Color; half4 GrabPixel(v2f i, float weight, float kernely) { if (i.uvgrab.x == 0 && i.uvgrab.y == 0) { kernely = 0; } return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y*kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight; } half4 frag(v2f i) : COLOR { 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 sum += GrabPixel(i, 0.05, -4.0); sum += GrabPixel(i, 0.09, -3.0); sum += GrabPixel(i, 0.12, -2.0); sum += GrabPixel(i, 0.15, -1.0); sum += GrabPixel(i, 0.18, 0.0); sum += GrabPixel(i, 0.15, +1.0); sum += GrabPixel(i, 0.12, +2.0); sum += GrabPixel(i, 0.09, +3.0); sum += GrabPixel(i, 0.05, +4.0); float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); float decayFactor = 1.0f; if (i.uvgrab.x == 0 && i.uvgrab.y == 0) { decayFactor = 0; } sum = lerp(col5, sum, decayFactor) * i.color * _Color; return sum; } ENDCG } } } }
URP渲染管线下的毛玻璃:
URP默认不支持多PASS渲染,也不支持GrabPass,所以以上方式失效。
至于怎么在URP下实现类似GrabPass的,可以参考:Unity urp环境下实现默认管线的GrabPass功能 - 知乎 (zhihu.com), 【Unity3D】URP下的GrabPass方案 - 简书 (jianshu.com)
实现方案参考:Unity URP UI背景模糊效果 - 哔哩哔哩 (bilibili.com)
标签:GrabTexture,sum,vertex,SHADER,GrabPixel,float4,UGUI,uvgrab,毛玻璃 From: https://www.cnblogs.com/jeason1997/p/16918580.html