unity android模糊,android - Unity Blur Shader在Android上不起作用 - 堆栈内存溢出

我想模糊我的团结项目的背景。

我正在使用的着色器可在PC上运行,其他着色器可在android上运行(例如反转颜色的默认图像着色器)。 有人知道为什么这个不吗?

还是有人可以在Android上使用其他着色器?

Shader "Custom/BLUR" {

Properties {

_Color ("Main Color", Color) = (1,1,1,1)

_BumpAmt ("Distortion", Range (0,128)) = 10

_MainTex ("Tint Color (RGB)", 2D) = "white" {}

_Size ("Size", Range(0, 20)) = 1

}

Category {

Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }

SubShader {

GrabPass {

Tags { "LightMode" = "Always" }

}

Pass {

Tags { "LightMode" = "Always" }

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#pragma fragmentoption ARB_precision_hint_fastest

#include "UnityCG.cginc"

struct appdata_t {

float4 vertex : POSITION;

float2 texcoord: TEXCOORD0;

};

struct v2f {

float4 vertex : POSITION;

float4 uvgrab : TEXCOORD0;

};

v2f vert (appdata_t v) {

v2f o;

o.vertex = UnityObjectToClipPos(v.vertex);

#if UNITY_UV_STARTS_AT_TOP

float scale = -1.0;

#else

float scale = 1.0;

#endif

o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;

o.uvgrab.zw = o.vertex.zw;

return o;

}

sampler2D _GrabTexture;

float4 _GrabTexture_TexelSize;

float _Size;

half4 frag( v2f i ) : COLOR {

half4 sum = half4(0,0,0,0);

#define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight

sum += GRABPIXEL(0.05, -4.0);

sum += GRABPIXEL(0.09, -3.0);

sum += GRABPIXEL(0.12, -2.0);

sum += GRABPIXEL(0.15, -1.0);

sum += GRABPIXEL(0.18, 0.0);

sum += GRABPIXEL(0.15, +1.0);

sum += GRABPIXEL(0.12, +2.0);

sum += GRABPIXEL(0.09, +3.0);

sum += GRABPIXEL(0.05, +4.0);

return sum;

}

ENDCG

}

GrabPass {

Tags { "LightMode" = "Always" }

}

Pass {

Tags { "LightMode" = "Always" }

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#pragma fragmentoption ARB_precision_hint_fastest

#include "UnityCG.cginc"

struct appdata_t {

float4 vertex : POSITION;

float2 texcoord: TEXCOORD0;

};

struct v2f {

float4 vertex : POSITION;

float4 uvgrab : TEXCOORD0;

};

v2f vert (appdata_t v) {

v2f o;

o.vertex = UnityObjectToClipPos(v.vertex);

#if UNITY_UV_STARTS_AT_TOP

float scale = -1.0;

#else

float scale = 1.0;

#endif

o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;

o.uvgrab.zw = o.vertex.zw;

return o;

}

sampler2D _GrabTexture;

float4 _GrabTexture_TexelSize;

float _Size;

half4 frag( v2f i ) : COLOR {

half4 sum = half4(0,0,0,0);

#define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight

sum += GRABPIXEL(0.05, -4.0);

sum += GRABPIXEL(0.09, -3.0);

sum += GRABPIXEL(0.12, -2.0);

sum += GRABPIXEL(0.15, -1.0);

sum += GRABPIXEL(0.18, 0.0);

sum += GRABPIXEL(0.15, +1.0);

sum += GRABPIXEL(0.12, +2.0);

sum += GRABPIXEL(0.09, +3.0);

sum += GRABPIXEL(0.05, +4.0);

return sum;

}

ENDCG

}

GrabPass {

Tags { "LightMode" = "Always" }

}

Pass {

Tags { "LightMode" = "Always" }

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#pragma fragmentoption ARB_precision_hint_fastest

#include "UnityCG.cginc"

struct appdata_t {

float4 vertex : POSITION;

float2 texcoord: TEXCOORD0;

};

struct v2f {

float4 vertex : POSITION;

float4 uvgrab : TEXCOORD0;

float2 uvbump : TEXCOORD1;

float2 uvmain : TEXCOORD2;

};

float _BumpAmt;

float4 _BumpMap_ST;

float4 _MainTex_ST;

v2f vert (appdata_t v) {

v2f o;

o.vertex = UnityObjectToClipPos(v.vertex);

#if UNITY_UV_STARTS_AT_TOP

float scale = -1.0;

#else

float scale = 1.0;

#endif

o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;

o.uvgrab.zw = o.vertex.zw;

o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );

o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );

return o;

}

fixed4 _Color;

sampler2D _GrabTexture;

float4 _GrabTexture_TexelSize;

sampler2D _BumpMap;

sampler2D _MainTex;

half4 frag( v2f i ) : COLOR {

half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;

float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;

i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;

half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));

half4 tint = tex2D( _MainTex, i.uvmain ) * _Color;

return col * tint;

}

ENDCG

}

}

}

}

我尝试使用OpenGLES2和OpenGLES3 ,但都没有用。 我还将着色器添加到“始终包括的着色器”列表中。 任何帮助都将得到认可。

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