收集的一些别人写的Shader,用于颜色变灰,图片模糊

// Unity built-in shader source. Copyright © 2016 Unity Technologies. MIT license (see license.txt)

Shader “UI/Default-Gray”
{
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

	[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0

	_IsGray("Gray Enable", Float) = 0
}

	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]
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask[_ColorMask]

		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_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;
				UNITY_VERTEX_OUTPUT_STEREO
			};

			fixed4 _Color;
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;

			v2f vert(appdata_t IN)
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				OUT.worldPosition = IN.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = IN.texcoord;

				OUT.color = IN.color * _Color;
				return OUT;
			}

			sampler2D _MainTex;
			float _IsGray;

			fixed4 frag(v2f IN) : SV_Target
			{
				half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

				color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

				#ifdef UNITY_UI_ALPHACLIP
				clip(color.a - 0.001);
				#endif

				if (_IsGray > 0)
				{
					float gray = dot(color.rgb, float3(0.299, 0.587, 0.114));
					color.rgb = float3(gray, gray, gray);
				}


				return color;
			}
		ENDCG
		}
	}

}

/----------------------------------------------------------------------------------------------------------------------------/

以下是图片模糊

// Upgrade NOTE: replaced ‘mul(UNITY_MATRIX_MVP,)’ with 'UnityObjectToClipPos()’

Shader “UI/MoHu”
{
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 = UnityObjectToClipPos(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
						}
	}

}

/-------------------------------------------------------------------------------------------------------------------------------/
小树移动效果

Shader “Consume/Leaf Swing”
{
Properties {
_MainTex (“Base (RGB)”, 2D) = “white” {}
_Pos(“Position”,Vector) =(0,0,0,0)
_Direction(“Direction”,Vector) =(0,0,0,0)
_TimeScale(“TimeScale”,float) = 1
_TimeDelay(“TimeDelay”,float) = 1
}
SubShader
{
LOD 100
Tags
{
“RenderType”=“Opaque”
“Queue”=“Transparent”
}

	CGPROGRAM
	#pragma surface surf Lambert vertex:vert alpha

	sampler2D _MainTex;
	fixed4 _Pos;
	fixed4 _Direction;
	half _TimeScale;
	half _TimeDelay;

	struct Input
	{
		half2 uv_MainTex;
	};

	void surf (Input IN, inout SurfaceOutput o)
	{
		half4 c = tex2D (_MainTex, IN.uv_MainTex);
		o.Albedo = c.rgb;
		o.Alpha = c.a;
	}

	void vert (inout appdata_full v)
	{  
		half dis = distance(v.vertex ,_Pos) ;
		half time = (_Time.y + _TimeDelay) * _TimeScale;
		v.vertex.xyz += dis * (sin(time) * cos(time * 2 / 3) + 1) * _Direction.xyz;	//核心,动态顶点变换
	}

	ENDCG
}

FallBack "Transparent/Cutout/VertexLit"

}

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