Unity Shader实现黑幕过场效果
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);【文章转自:http://www.1234xp.com/xjp.html 复制请保留原URL】 } 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
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