好的,我正在尝试做这样的标准模糊 Material (变暗的节拍佩剑菜单)
或
但是在3D对象上,而不是在相机效果或 Canvas Material 上。我发现一些资产提供了低质量的模糊,但我需要它有光泽,并且有一个很好的高斯模糊。我有一个奇怪的条纹:
//升级注意:将'mul(UNITY_MATRIX_MVP,)'替换为'UnityObjectToClipPos()'
Shader "Custom/WaterBlur" {
Properties {
_blurSizeXY("BlurSizeXY", Range(0,10)) = 0
}
SubShader {
// Draw ourselves after all opaque geometry
Tags { "Queue" = "Transparent" }
// Grab the screen behind the object into _GrabTexture
GrabPass { }
// Render the object with the texture generated above
Pass {
CGPROGRAM
#pragma debug
#pragma vertex vert
#pragma fragment frag
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
sampler2D _GrabTexture : register(s0);
float _blurSizeXY;
struct data {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
v2f vert(data i){
v2f o;
o.position = UnityObjectToClipPos(i.vertex);
o.screenPos = o.position;
return o;
}
half4 frag( v2f i ) : COLOR
{
float2 screenPos = i.screenPos.xy / i.screenPos.w;
float depth= _blurSizeXY*0.0005;
screenPos.x = (screenPos.x + 1) * 0.5;
screenPos.y = 1-(screenPos.y + 1) * 0.5;
half4 sum = half4(0.0h,0.0h,0.0h,0.0h);
sum += tex2D( _GrabTexture, float2(screenPos.x-5.0 * depth, screenPos.y+5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x+5.0 * depth, screenPos.y-5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x-4.0 * depth, screenPos.y+4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x+4.0 * depth, screenPos.y-4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x-3.0 * depth, screenPos.y+3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x+3.0 * depth, screenPos.y-3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x-2.0 * depth, screenPos.y+2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x+2.0 * depth, screenPos.y-2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x-1.0 * depth, screenPos.y+1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, float2(screenPos.x+1.0 * depth, screenPos.y-1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, screenPos-5.0 * depth) * 0.025;
sum += tex2D( _GrabTexture, screenPos-4.0 * depth) * 0.05;
sum += tex2D( _GrabTexture, screenPos-3.0 * depth) * 0.09;
sum += tex2D( _GrabTexture, screenPos-2.0 * depth) * 0.12;
sum += tex2D( _GrabTexture, screenPos-1.0 * depth) * 0.15;
sum += tex2D( _GrabTexture, screenPos) * 0.16;
sum += tex2D( _GrabTexture, screenPos+5.0 * depth) * 0.15;
sum += tex2D( _GrabTexture, screenPos+4.0 * depth) * 0.12;
sum += tex2D( _GrabTexture, screenPos+3.0 * depth) * 0.09;
sum += tex2D( _GrabTexture, screenPos+2.0 * depth) * 0.05;
sum += tex2D( _GrabTexture, screenPos+1.0 * depth) * 0.025;
return sum/2;
}
ENDCG
}
}
Fallback Off
}
如何为网格完成光泽甚至高品质的高斯模糊 Material ?
最佳答案
如果要在表面上包含光泽,这是一种实现方法,它基于下面复制的Unity社区Wiki中Glossy Textures文章中的着色器:
Shader "Cg per-pixel lighting with texture" {
Properties {
_MainTex ("RGBA Texture For Material Color", 2D) = "white" {}
_Color ("Diffuse Material Color", Color) = (1,1,1,1)
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Float) = 10
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
// pass for ambient light and first light source
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc")
// User-specified properties
uniform sampler2D _MainTex;
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;
struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
float4 tex : TEXCOORD2;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
float4x4 modelMatrix = unity_ObjectToWorld;
float4x4 modelMatrixInverse = unity_WorldToObject;
output.posWorld = mul(modelMatrix, input.vertex);
output.normalDir = normalize(
mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
output.tex = input.texcoord;
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
}
float4 frag(vertexOutput input) : COLOR
{
float3 normalDirection = normalize(input.normalDir);
float3 viewDirection = normalize(
_WorldSpaceCameraPos - input.posWorld.xyz);
float3 lightDirection;
float attenuation;
float4 textureColor = tex2D(_MainTex, input.tex.xy);
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection =
normalize(_WorldSpaceLightPos0.xyz);
}
else // point or spot light
{
float3 vertexToLightSource =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
}
float3 ambientLighting = textureColor.rgb
* UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
float3 diffuseReflection = textureColor.rgb
* attenuation * _LightColor0.rgb * _Color.rgb
* max(0.0, dot(normalDirection, lightDirection));
float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = float3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * _LightColor0.rgb
* _SpecColor.rgb * (1.0 - textureColor.a)
// for usual gloss maps: "... * textureColor.a"
* pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
}
return float4(ambientLighting + diffuseReflection
+ specularReflection, 1.0);
}
ENDCG
}
Pass {
Tags { "LightMode" = "ForwardAdd" }
// pass for additional light sources
Blend One One // additive blending
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform float4 _LightColor0;
// color of light source (from "Lighting.cginc")
// User-specified properties
uniform sampler2D _MainTex;
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;
struct vertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
float4 tex : TEXCOORD2;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
float4x4 modelMatrix = unity_ObjectToWorld;
float4x4 modelMatrixInverse = unity_WorldToObject;
output.posWorld = mul(modelMatrix, input.vertex);
output.normalDir = normalize(
mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
output.tex = input.texcoord;
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
return output;
}
float4 frag(vertexOutput input) : COLOR
{
float3 normalDirection = normalize(input.normalDir);
float3 viewDirection = normalize(
_WorldSpaceCameraPos - input.posWorld.xyz);
float3 lightDirection;
float attenuation;
float4 textureColor = tex2D(_MainTex, input.tex.xy);
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection =
normalize(_WorldSpaceLightPos0.xyz);
}
else // point or spot light
{
float3 vertexToLightSource =
_WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
}
float3 diffuseReflection = textureColor.rgb
* attenuation * _LightColor0.rgb * _Color.rgb
* max(0.0, dot(normalDirection, lightDirection));
float3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = float3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * _LightColor0.rgb
* _SpecColor.rgb * (1.0 - textureColor.a)
// for usual gloss maps: "... * textureColor.a"
* pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), _Shininess);
}
return float4(diffuseReflection
+ specularReflection, 1.0);
// no ambient lighting in this pass
}
ENDCG
}
}
Fallback "Specular"
}
模糊着色器的最终
Pass
将需要合并到上述着色器中的第一和第二个Pass
中。着色器属性
如果这些属性尚不存在,请将它们添加到模糊着色器中(如果存在,则可能需要重命名):
_MainTex ("RGBA Texture For Material Color", 2D) = "white" {}
_Color ("Diffuse Material Color", Color) = (1,1,1,1)
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Float) = 10
第一次光泽通过
设置标签以匹配光泽着色器:
"LightMode" = "ForwardBase"
如果这些变量尚不存在,请将它们添加到过程中(如果存在,则可能需要重命名):
uniform sampler2D _MainTex;
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;
在顶点输入结构中包括
float3 normal : NORMAL;
。在顶点输出结构中包括
float4 posWorld : TEXCOORD0;
和float3 normalDir : TEXCOORD1;
。在
vert
函数中,以与光泽着色器output.posWorld
相同的方式设置output.normalDir
和vert
。然后,在
frag
函数中,获取您的模糊着色器已经返回的内容,而不是返回它,而是将其用作光泽着色器中第一个textureColor
函数中的frag
变量,然后执行其余的第一光泽光泽frag
。您可能必须重命名代码中的其他内容,以使其与您已经拥有的通行证一起使用。我不知道您的模糊着色器是什么样子,因此我不可能列出将两个通道合并在一起的每个步骤。
第二次光泽
重复与第一个光泽
Pass
相同的过程,但是使用第二个光泽Pass
中的代码(尤其重要的是不同的标记"LightMode" = "ForwardAdd"
)关于unity3d - Unity-光泽模糊 Material ?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/53712577/