效果:
c#
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine; //编辑模式可见
[ExecuteInEditMode]
public class TestImageEffect : MonoBehaviour
{
public Material EffectMaterial; // Start is called before the first frame update
void Start()
{ } // Update is called once per frame
void Update()
{ } private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
Graphics.Blit(src, dest, EffectMaterial);
}
}
shader
使用image effect模板
Shader "Custom/TestImageEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_DisplaceTex("DIsplacement", 2D) = "white" {}//噪点图
_Magnitude("Magnitude", Range(, 0.1)) = //偏移强度
_Strength("strength", Range(,)) = //流动速度
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag #include "UnityCG.cginc" struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
}; struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
}; v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
} sampler2D _MainTex;
sampler2D _DisplaceTex;
float _Magnitude;
float _Strength; fixed4 frag (v2f i) : SV_Target
{
//纹理采样,只要xy; i.uv - _Time.xy是为了流动感
float2 disp = tex2D(_DisplaceTex, i.uv - _Time.xy * _Strength).xy;
//disp的范围是0-1,这步操作让其变成-1 到 1 乘以 参数
disp = ((disp * ) - ) * _Magnitude;
//uv坐标偏移
float4 col = tex2D(_MainTex, i.uv + disp);
return col;
}
ENDCG
}
}
}
噪点图
注意:需要将噪点图的warp mode设置为repeat ,否则就是一闪而过的波动