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雨松MOMO 2015年06月24日 于 雨松MOMO程序研究院 发表
先去unity官网上把对应unity版本的UI着色器都下载下来。然后对其进行一番简单的修改,/–add–之间的内容就是我添加的。
Shader "CustomUI/Default"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
//--------------add------------------
_Distance ("Distance", Float) = 0.015
//--------------add------------------
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
//--------------add------------------
float _Distance;
//--------------add------------------
fixed4 frag(v2f IN) : SV_Target
{
// //half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
// //clip (color.a - 0.01);
// //return color;
//--------------add------------------
float distance = _Distance;
fixed4 computedColor = tex2D(_MainTex, IN.texcoord) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y + distance )) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x , IN.texcoord.y + distance )) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y - distance )) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y - distance )) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y + distance )) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y)) * IN.color;
computedColor += tex2D(_MainTex, half2(IN.texcoord.x , IN.texcoord.y - distance )) * IN.color;
computedColor = computedColor / 9;
return computedColor;
//--------------add------------------
}
ENDCG
}
}
}
然后在创建一个材质把这个Shader挂上去。
看一下效果吧。
如果运行时想改的话就封装一个方法来动态的更换材质即可,欢迎大家测试看看效率如何。
参考:http://www.zedia.net/2013/blur-filter-for-uitexture-in-ngui/
转by:蒋志杰