这个shader 参考了:
unity-frosted-glass-master毛玻璃效果
https://blog.csdn.net/f_957995490/article/details/106616041
上面这个方案使用commandbuff制作效果,但是无法处理透明物体和UI。原因是:CommandBuff无法在UI渲染之后和玻璃模型渲染之前插入。(如果那位兄弟有解决办法,希望告知)
不得已只能使用GrabPass来获取全屏图像。
又因为只在一个Shader中处理,就没有使用迭代和downsize操作。
模糊效果不是特别好,在手机上还凑合。
PS:如果ui canvas 设置了Order in Layer, 那么可以给玻璃添加SortingGroup 来调节渲染顺序。
Shader "BlurGlass"
{
Properties
{
_MaskTex ("Mask", 2D) = "white" {}
_BlurSize ("BlurSize", Range(0, 4)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Overlay"}
GrabPass{"_GrabPassTexture"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD7;
float4 grap_uv : TEXCOORD0;
float4 uv01 : TEXCOORD1;
float4 uv23 : TEXCOORD2;
float4 uv45 : TEXCOORD3;
float4 uv10 : TEXCOORD4;
float4 uv32 : TEXCOORD5;
float4 uv54 : TEXCOORD6;
};
float _BlurSize;
sampler2D _MaskTex;
float4 _MaskTex_ST;
sampler2D _GrabPassTexture;
float4 _GrabPassTexture_TexelSize;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MaskTex);
o.grap_uv = ComputeGrabScreenPos(o.pos);
o.grap_uv = o.grap_uv /o.grap_uv.w;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 _maskColor = tex2D(_MaskTex, i.uv);
_BlurSize = _maskColor.r * _BlurSize;
i.uv01 = i.grap_uv.xyxy + _GrabPassTexture_TexelSize.xyxy * float4(1,1, -1,-1) * _BlurSize;
i.uv23 = i.grap_uv.xyxy + _GrabPassTexture_TexelSize.xyxy * float4(1,1, -1,-1) * 2.0 * _BlurSize;
i.uv45 = i.grap_uv.xyxy + _GrabPassTexture_TexelSize.xyxy * float4(1,1, -1,-1) * 3.0 * _BlurSize;
i.uv10 = i.grap_uv.xyxy + _GrabPassTexture_TexelSize.xyxy * float4(1,-1, -1,1) * _BlurSize;
i.uv32 = i.grap_uv.xyxy + _GrabPassTexture_TexelSize.xyxy * float4(1,-1, -1,1) * 2.0 * _BlurSize;
i.uv54 = i.grap_uv.xyxy + _GrabPassTexture_TexelSize.xyxy * float4(1,-1, -1,1) * 3.0 * _BlurSize;
half4 color = float4 (0,0,0,0);
color += 0.20 * tex2D (_GrabPassTexture, i.grap_uv );
color += 0.1 * tex2D (_GrabPassTexture, i.uv01.xy );
color += 0.1 * tex2D (_GrabPassTexture, i.uv01.zw );
color += 0.075 * tex2D (_GrabPassTexture, i.uv23.xy );
color += 0.075 * tex2D (_GrabPassTexture, i.uv23.zw );
color += 0.025 * tex2D (_GrabPassTexture, i.uv45.xy );
color += 0.025 * tex2D (_GrabPassTexture, i.uv45.zw );
color += 0.1 * tex2D (_GrabPassTexture, i.uv10.xy );
color += 0.1 * tex2D (_GrabPassTexture, i.uv10.zw );
color += 0.075* tex2D (_GrabPassTexture, i.uv32.xy );
color += 0.075* tex2D (_GrabPassTexture, i.uv32.zw );
color += 0.025 * tex2D (_GrabPassTexture, i.uv54.xy );
color += 0.025 * tex2D (_GrabPassTexture, i.uv54.zw );
return color ;
}
ENDCG
}
}
}