//Grabpass shader
//by: puppet_master
//2017.4.23
Shader "ApcShader/GrabPass"
{
SubShader
{
ZWrite Off
//GrabPass
GrabPass
{
//此处给出一个抓屏贴图的名称,抓屏的贴图就可以通过这张贴图来获取,而且每一帧不管有多个物体使用了该shader,只会有一个进行抓屏操作
//如果此处为空,则默认抓屏到_GrabTexture中,但是据说每个用了这个shader的都会进行一次抓屏!
"_GrabTempTex"
}
Pass
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent+1"
}
CGPROGRAM
sampler2D _GrabTempTex;
float4 _GrabTempTex_ST;
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float4 grabPos : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
//计算抓屏的位置,其中主要是将坐标从(-1,1)转化到(0,1)空间并处理DX和GL纹理反向的问题
o.grabPos = ComputeGrabScreenPos(o.pos);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//根据抓屏位置采样Grab贴图,tex2Dproj等同于tex2D(grabPos.xy / grabPos.w)
fixed4 color = tex2Dproj(_GrabTempTex, i.grabPos);
return 1 - color;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
我们找个面片,附上这个shader的材质。为了更方便的看一下效果,我们就参照官网的写法,直接将最终输出的颜色反向,也就是1-原颜色作为输出(这个颜色不禁让我想起了宇智波鼬的月读……..)
inline float4 ComputeGrabScreenPos (float4 pos) {
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
float4 o = pos * 0.5f;
o.xy = float2(o.x, o.y*scale) + o.w;
fixed4 frag(v2f i) : SV_Target
{
i.grabPos.x += _DistortStrength * sin(_Time.y * 10);
i.grabPos.y += _DistortStrength * sin(_Time.y);
fixed4 color = tex2Dproj(_GrabTempTex, i.grabPos);
return 1 - color;
}
那么所有的顶点就都会按照一致的方向进行偏移:
//Distort shader
//by: puppet_master
//2017.4.24
Shader "ApcShader/Distort"
{
Properties
{
_DistortStrength("DistortStrength", Range(0,1)) = 0.2
_DistortTimeFactor("DistortTimeFactor", Range(0,1)) = 1
_NoiseTex("NoiseTexture", 2D) = "white" {}
}
SubShader
{
ZWrite Off
Cull Off
//GrabPass
GrabPass
{
//此处给出一个抓屏贴图的名称,抓屏的贴图就可以通过这张贴图来获取,而且每一帧不管有多个物体使用了该shader,只会有一个进行抓屏操作
//如果此处为空,则默认抓屏到_GrabTexture中,但是据说每个用了这个shader的都会进行一次抓屏!
"_GrabTempTex"
}
Pass
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent + 100"
}
CGPROGRAM
sampler2D _GrabTempTex;
float4 _GrabTempTex_ST;
sampler2D _NoiseTex;
float4 _NoiseTex_ST;
float _DistortStrength;
float _DistortTimeFactor;
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 grabPos : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.grabPos = ComputeGrabScreenPos(o.pos);
o.uv = TRANSFORM_TEX(v.texcoord, _NoiseTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//首先采样噪声图,采样的uv值随着时间连续变换,而输出一个噪声图中的随机值,乘以一个扭曲快慢系数
float4 offset = tex2D(_NoiseTex, i.uv - _Time.xy * _DistortTimeFactor);
//用采样的噪声图输出作为下次采样Grab图的偏移值,此处乘以一个扭曲力度的系数
i.grabPos.xy -= offset.xy * _DistortStrength;
//uv偏移后去采样贴图即可得到扭曲的效果
fixed4 color = tex2Dproj(_GrabTempTex, i.grabPos);
return color;
}
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
/********************************************************************
FileName: DistortEffect.cs
Description: 屏幕扭曲效果
Created: 2017/04/27
by: puppet_master
*********************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DistortEffect : PostEffectBase {
//扭曲的时间系数
[Range(0.0f, 1.0f)]
public float DistortTimeFactor = 0.15f;
//扭曲的强度
[Range(0.0f, 0.2f)]
public float DistortStrength = 0.01f;
//噪声图
public Texture NoiseTexture = null;
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (_Material)
{
_Material.SetTexture("_NoiseTex", NoiseTexture);
_Material.SetFloat("_DistortTimeFactor", DistortTimeFactor);
_Material.SetFloat("_DistortStrength", DistortStrength);
Graphics.Blit(source, destination, _Material);
}
else
{
Graphics.Blit(source, destination);
}
}
}
然后shader部分,扭曲的原理与上面一样,只是处理的对象变了一下,直接处理OnRenderImage传来的MainTex即可:
//全屏幕扭曲Shader
//by:puppet_master
//2017.4.28
Shader "Custom/DistortPostEffect"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_NoiseTex("Base (RGB)", 2D) = "black" {}//默认给黑色,也就是不会偏移
}
CGINCLUDE
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _NoiseTex;
uniform float _DistortTimeFactor;
uniform float _DistortStrength;
fixed4 frag(v2f_img i) : SV_Target
{
//根据时间改变采样噪声图获得随机的输出
float4 noise = tex2D(_NoiseTex, i.uv - _Time.xy * _DistortTimeFactor);
//以随机的输出*控制系数得到偏移值
float2 offset = noise.xy * _DistortStrength;
//像素采样时偏移offset
float2 uv = offset + i.uv;
return tex2D(_MainTex, uv);
}
ENDCG
SubShader
{
Pass
{
ZTest Always
Cull Off
ZWrite Off
Fog{ Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
Fallback off
}
//Mask图生成shader
//by:puppet_master
//2017.5.3
Shader "ApcShader/MaskObjPrepass"
{
//子着色器
SubShader
{
Pass
{
Cull Off
CGPROGRAM
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
};
v2f vert(appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//这个Pass直接输出颜色
return fixed4(1,1,1,1);
}
//使用vert函数和frag函数
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
/********************************************************************
FileName: DistortEffect.cs
Description: 屏幕扭曲效果
Created: 2017/04/27
by: puppet_master
*********************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DistortEffect : PostEffectBase {
//扭曲的时间系数
[Range(0.0f, 1.0f)]
public float DistortTimeFactor = 0.15f;
//扭曲的强度
[Range(0.0f, 0.2f)]
public float DistortStrength = 0.01f;
//噪声图
public Texture NoiseTexture = null;
//渲染Mask图所用的shader
public Shader maskObjShader = null;
//降采样系数
public int downSample = 4;
private Camera mainCam = null;
private Camera additionalCam = null;
private RenderTexture renderTexture = null;
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (_Material)
{
_Material.SetTexture("_NoiseTex", NoiseTexture);
_Material.SetFloat("_DistortTimeFactor", DistortTimeFactor);
_Material.SetFloat("_DistortStrength", DistortStrength);
_Material.SetTexture("_MaskTex", renderTexture);
Graphics.Blit(source, destination, _Material);
}
else
{
Graphics.Blit(source, destination);
}
}
void Awake()
{
//创建一个和当前相机一致的相机
InitAdditionalCam();
}
private void InitAdditionalCam()
{
mainCam = GetComponent();
if (mainCam == null)
return;
Transform addCamTransform = transform.FindChild("additionalDistortCam");
if (addCamTransform != null)
DestroyImmediate(addCamTransform.gameObject);
GameObject additionalCamObj = new GameObject("additionalDistortCam");
additionalCam = additionalCamObj.AddComponent();
SetAdditionalCam();
}
private void SetAdditionalCam()
{
if (additionalCam)
{
additionalCam.transform.parent = mainCam.transform;
additionalCam.transform.localPosition = Vector3.zero;
additionalCam.transform.localRotation = Quaternion.identity;
additionalCam.transform.localScale = Vector3.one;
additionalCam.farClipPlane = mainCam.farClipPlane;
additionalCam.nearClipPlane = mainCam.nearClipPlane;
additionalCam.fieldOfView = mainCam.fieldOfView;
additionalCam.backgroundColor = Color.clear;
additionalCam.clearFlags = CameraClearFlags.Color;
additionalCam.cullingMask = 1 << LayerMask.NameToLayer("Distort");
additionalCam.depth = -999;
//分辨率可以低一些
if (renderTexture == null)
renderTexture = RenderTexture.GetTemporary(Screen.width >> downSample, Screen.height >> downSample, 0);
}
}
void OnEnable()
{
SetAdditionalCam();
additionalCam.enabled = true;
}
void OnDisable()
{
additionalCam.enabled = false;
}
void OnDestroy()
{
if (renderTexture)
{
RenderTexture.ReleaseTemporary(renderTexture);
}
DestroyImmediate(additionalCam.gameObject);
}
//在真正渲染前的回调,此处渲染Mask遮罩图
void OnPreRender()
{
//maskObjShader进行渲染
if (additionalCam.enabled)
{
additionalCam.targetTexture = renderTexture;
additionalCam.RenderWithShader(maskObjShader, "");
}
}
}
还是上面的测试场景,我们将面片改为Distort层级,然后可以直接给这个面片设置一个透明的材质,比如最简单的粒子的shader,让它正常渲染不可见即可:
//全屏幕扭曲Shader
//by:puppet_master
//2017.5.3
Shader "Custom/DistortPostEffect"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_NoiseTex("Noise", 2D) = "black" {}//默认给黑色,也就是不会偏移
_MaskTex("Mask", 2D) = "black" {}//默认给黑色,权重为0
}
CGINCLUDE
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _NoiseTex;
uniform sampler2D _MaskTex;
uniform float _DistortTimeFactor;
uniform float _DistortStrength;
fixed4 frag(v2f_img i) : SV_Target
{
//根据时间改变采样噪声图获得随机的输出
float4 noise = tex2D(_NoiseTex, i.uv - _Time.xy * _DistortTimeFactor);
//以随机的输出*控制系数得到偏移值
float2 offset = noise.xy * _DistortStrength;
//采样Mask图获得权重信息
fixed4 factor = tex2D(_MaskTex, i.uv);
//像素采样时偏移offset,用Mask权重进行修改
float2 uv = offset * factor.r + i.uv;
return tex2D(_MainTex, uv);
}
ENDCG
SubShader
{
Pass
{
ZTest Always
Cull Off
ZWrite Off
Fog{ Mode off }
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
Fallback off
}
扭曲效果动态图如下: