ui 模糊 shader
build in 环境
不适用于urp hdrp
被ui覆盖部分将会产生模糊
效果
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "UI/Blurred" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Size("Blur Radius", Range(0,4)) = 1 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha // 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 = 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; return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float _Size; half4 frag(v2f i) : COLOR{ half4 sum = half4(0,0,0,0); #define BLURPIXEL(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 += BLURPIXEL(0.05, -4.0); sum += BLURPIXEL(0.09, -3.0); sum += BLURPIXEL(0.12, -2.0); sum += BLURPIXEL(0.15, -1.0); sum += BLURPIXEL(0.18, 0.0); sum += BLURPIXEL(0.15, +1.0); sum += BLURPIXEL(0.12, +2.0); sum += BLURPIXEL(0.09, +3.0); sum += BLURPIXEL(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; float4 color : COLOR; float2 texcoord: TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float4 uvgrab : TEXCOORD0; fixed4 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; return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; float _Size; half4 frag(v2f i) : COLOR{ half4 sum = half4(0,0,0,0); #define BLURPIXEL(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 += BLURPIXEL(0.05, -4.0); sum += BLURPIXEL(0.09, -3.0); sum += BLURPIXEL(0.12, -2.0); sum += BLURPIXEL(0.15, -1.0); sum += BLURPIXEL(0.18, 0.0); sum += BLURPIXEL(0.15, +1.0); sum += BLURPIXEL(0.12, +2.0); sum += BLURPIXEL(0.09, +3.0); sum += BLURPIXEL(0.05, +4.0); return sum; } ENDCG } Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; float4 uvgrab : TEXCOORD2; }; sampler2D _MainTex; sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif OUT.uvgrab.xy = (float2(OUT.vertex.x, OUT.vertex.y * scale) + OUT.vertex.w) * 0.5; OUT.uvgrab.zw = OUT.vertex.zw; OUT.color = v.color; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; half4 blur = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(IN.uvgrab)); return color; } ENDCG } } }
来源:如何做出好看的ui效果 https://www.youtube.com/watch?v=HwdweCX5aMI
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2017-11-11 unity向量计算