首先,看下边缘检测的效果(其实这个边缘检测我是从cocos2dx的官方着色器里面拿过来加以修改的)
给image添加一个材质,而材质上的shader是这样的
Shader "Custom/Edge" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}//主相机的纹理 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 Cull Off Blend Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } float lookup(fixed2 p, float dx, float dy) { fixed2 uv = p.xy + fixed2(dx , dy ) / fixed2(640, 640); fixed4 c = tex2D(_MainTex, uv.xy); return (c.r + c.g + c.b)/3; } fixed4 frag (v2f i) : SV_Target { fixed2 p = i.texcoord.xy; float gx = 0.0; gx += -1.0 * lookup(p, -1.0, -1.0); //相当于右边的像素灰度 - 左边的像素灰度 gx += -2.0 * lookup(p, -1.0, 0.0); gx += -1.0 * lookup(p, -1.0, 1.0); gx += 1.0 * lookup(p, 1.0, -1.0); gx += 2.0 * lookup(p, 1.0, 0.0); gx += 1.0 * lookup(p, 1.0, 1.0); float gy = 0.0; gy += -1.0 * lookup(p, -1.0, -1.0); //相当于上边的像素灰度 - 下边的像素灰度 gy += -2.0 * lookup(p, 0.0, -1.0); gy += -1.0 * lookup(p, 1.0, -1.0); gy += 1.0 * lookup(p, -1.0, 1.0); gy += 2.0 * lookup(p, 0.0, 1.0); gy += 1.0 * lookup(p, 1.0, 1.0); float g = 1.0f - gx*gx - gy*gy; //g = floor(g + 0.1); fixed4 col = fixed4(g, g, g, 1.0f); //原色 fixed4 c = tex2D(_MainTex, i.texcoord.xy); //将原色与边界混合 //col = c*col.r; return col; } ENDCG } } FallBack "Diffuse" }
下面来看简单模糊效果
它的实现是很简单的,原理是,我们去纹理坐标上对应的颜色值的时候,不去该点的颜色,而是取该点四周八个点的颜色的平均值,下面是shader代码
Shader "Custom/Edge" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}//主相机的纹理 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100 Cull Off Blend Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { //八个方向颜色,(1,1)是当前像素 fixed4 col0_0 = tex2D(_MainTex, half2(i.texcoord.x - 2.0f/640.0f, i.texcoord.y - 2.0f/640.0f)); fixed4 col1_0 = tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y - 2.0f/640.0f)); fixed4 col2_0 = tex2D(_MainTex, half2(i.texcoord.x + 2.0f/640.0f, i.texcoord.y - 2.0f/640.0f)); fixed4 col0_1 = tex2D(_MainTex, half2(i.texcoord.x - 2.0f/640.0f, i.texcoord.y)); fixed4 col1_1 = tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y)); fixed4 col2_1 = tex2D(_MainTex, half2(i.texcoord.x + 2.0f/640.0f, i.texcoord.y)); fixed4 col0_2 = tex2D(_MainTex, half2(i.texcoord.x - 2.0f/640.0f, i.texcoord.y + 2.0f/640.0f)); fixed4 col1_2 = tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + 2.0f/640.0f)); fixed4 col2_2 = tex2D(_MainTex, half2(i.texcoord.x + 2.0f/640.0f, i.texcoord.y + 2.0f/640.0f)); fixed4 col = col0_0 + col1_0 + col2_0 + col0_1 + col2_1 + col0_2 + col1_2 + col2_2; col = col/8.0f; return col; //边界查找 } ENDCG } } FallBack "Diffuse" }