本文实例为大家分享了Unity Shader实现黑幕过场效果的具体代码,供大家参考,具体内容如下
一、效果演示
二、实现
Shader:黑幕过场着色器
//黑幕过场着色器
Shader "Custom/BlackScreenSpread"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB)", 2D) = "white" {}
_Radius("Radius",float)=1.5
_Center_X("Center_X", float) =0.5
_Center_Y("Center_Y", float) =0.5
_Sharp("Sharp", float) = 100
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
Fog{ Mode off
}
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float _Radius;
float _Center_X;
float _Center_Y;
float _Sharp;
float _tanh(float x)
{
return 2.0f / (1.0f + exp(-2.0f * x)) - 1.0f;
}
float4 frag(v2f_img i) : COLOR
{
_Center_X=_Center_X*(_ScreenParams.x / _ScreenParams.y);
float x = i.uv.x*(_ScreenParams.x / _ScreenParams.y);
float y = i.uv.y;
float dis = sqrt((x - _Center_X)*(x - _Center_X) + (y - _Center_Y)*(y - _Center_Y));
float t = _Radius - dis;
float rt = 0.5f + _tanh(t * _Sharp) * 0.5f;
float col = float4(rt, rt, rt, rt);
return tex2D(_MainTex, i.uv) * col * _Color;
}
ENDCG
}
}
Fallback off
}
CS:后处理的基类
using UnityEngine;
/// <summary>
/// 后处理的基类
/// </summary>
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class PostEffectBase : MonoBehaviour
{
[Header("后处理着色器")]
public Shader shader = null;
private Material _material = null;
public Material material
{
get
{
if (_material == null)
{
_material = GenerateMaterial(shader);
}
return _material;
}
}
protected Material GenerateMaterial(Shader shader)
{
if (shader == null || shader.isSupported == false)
{
return null;
}
Material material = new Material(shader);
material.hideFlags = HideFlags.DontSave;
if (material)
{
return material;
}
return null;
}
}
CS:黑幕过场效果(挂载到渲染的相机上)
using UnityEngine;
/// <summary>
/// 黑幕过场效果
/// </summary>
[RequireComponent(typeof(Camera))]
public class BlackScreenSpread : PostEffectBase
{
[Header("黑幕半径")]
[Space(25)]
public float radius;
[Header("黑幕中心")]
public Vector2 center;
[Header("使用边缘模糊")]
public bool useEdgeBlur;
[Header("边缘模糊值")]
public float blur = 10;
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material)
{
material.SetFloat("_Center_X", center.x);
material.SetFloat("_Center_Y", center.y);
material.SetFloat("_Radius", radius);
material.SetFloat("_Sharp", useEdgeBlur ? blur : 200);
Graphics.Blit(source, destination, material);
}
else
{
Graphics.Blit(source, destination);
}
}
}
——设置属性
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持编程网。