我正试图在Unity3D中为我的游戏在用户界面窗口的背景上重现(现在很有名的)模糊效果。
我现在能想到的最好的例子之一是《风暴英雄》,请注意,上一级面板的背景如何模糊了它后面的内容:
是否有任何方法可以重现Unity3D中最近添加的画布的相同效果?
我知道有一种方法可以通过使用相机来实现,但我对整个过程并不太熟悉,尤其是在使用新的ui系统时。
谢谢。
最佳答案
这是一个着色器脚本,很好地为我工作。
来源:https://forum.unity3d.com/threads/solved-dynamic-blurred-background-on-ui.345083/#post-2853442
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/FrostedGlass"
{
Properties
{
_Radius("Radius", Range(1, 255)) = 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 _Radius;
half4 frag(v2f i) : COLOR
{
half4 sum = half4(0,0,0,0);
#define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
sum += GRABXYPIXEL(0.0, 0.0);
int measurments = 1;
for (float range = 0.1f; range <= _Radius; range += 0.1f)
{
sum += GRABXYPIXEL(range, range);
sum += GRABXYPIXEL(range, -range);
sum += GRABXYPIXEL(-range, range);
sum += GRABXYPIXEL(-range, -range);
measurments += 4;
}
return sum / measurments;
}
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 _Radius;
half4 frag(v2f i) : COLOR
{
half4 sum = half4(0,0,0,0);
float radius = 1.41421356237 * _Radius;
#define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))
sum += GRABXYPIXEL(0.0, 0.0);
int measurments = 1;
for (float range = 1.41421356237f; range <= radius * 1.41; range += 1.41421356237f)
{
sum += GRABXYPIXEL(range, 0);
sum += GRABXYPIXEL(-range, 0);
sum += GRABXYPIXEL(0, range);
sum += GRABXYPIXEL(0, -range);
measurments += 4;
}
return sum / measurments;
}
ENDCG
}
}
}
}
关于c# - Unity3D:模糊UI Canvas 的背景,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/29030321/