unity shader 热扭曲 (屏幕后处理)
作者:互联网
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, 0.1)) = 1//偏移强度 _Strength("strength", Range(0,1)) = 1//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 * 2) - 1) * _Magnitude; //uv坐标偏移 float4 col = tex2D(_MainTex, i.uv + disp); return col; } ENDCG } } }
噪点图
标签:disp,uv,vertex,shader,后处理,unity,xy,v2f,using 来源: https://www.cnblogs.com/sanyejun/p/11601048.html