Entwicklung - Unity3D - Web

Online-Gedächtnis - Stichpunkte zur Erinnerungshilfe

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Blur - UI - Shader

  • Neuen Shader anlegen - "SimpleGrabPassBlur"
    • Shader "Custom/SimpleGrabPassBlur" {
          Properties {
              _Color ("Main Color", Color) = (1,1,1,1)
              _BumpAmt  ("Distortion", Range (0,128)) = 10
              _MainTex ("Tint Color (RGB)", 2D) = "white" {}
              _BumpMap ("Normalmap", 2D) = "bump" {}
              _Size ("Size", Range(0, 20)) = 1
          }
       
          Category {
       
              // We must be transparent, so other objects are drawn before this one.
              Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
       
       
              SubShader {
           
                  // Horizontal blur
                  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 = mul(UNITY_MATRIX_MVP, 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 _Size;
                   
                      half4 frag( v2f i ) : COLOR {
      //                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
      //                  return col;
                       
                          half4 sum = half4(0,0,0,0);
                          #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
                          sum += GRABPIXEL(0.05, -4.0);
                          sum += GRABPIXEL(0.09, -3.0);
                          sum += GRABPIXEL(0.12, -2.0);
                          sum += GRABPIXEL(0.15, -1.0);
                          sum += GRABPIXEL(0.18,  0.0);
                          sum += GRABPIXEL(0.15, +1.0);
                          sum += GRABPIXEL(0.12, +2.0);
                          sum += GRABPIXEL(0.09, +3.0);
                          sum += GRABPIXEL(0.05, +4.0);
                       
                          return sum;
                      }
                      ENDCG
                  }
                  // Vertical blur
                  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 = mul(UNITY_MATRIX_MVP, 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 _Size;
                   
                      half4 frag( v2f i ) : COLOR {
      //                  half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
      //                  return col;
                       
                          half4 sum = half4(0,0,0,0);
                          #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight
                          //G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation)))
                       
                          sum += GRABPIXEL(0.05, -4.0);
                          sum += GRABPIXEL(0.09, -3.0);
                          sum += GRABPIXEL(0.12, -2.0);
                          sum += GRABPIXEL(0.15, -1.0);
                          sum += GRABPIXEL(0.18,  0.0);
                          sum += GRABPIXEL(0.15, +1.0);
                          sum += GRABPIXEL(0.12, +2.0);
                          sum += GRABPIXEL(0.09, +3.0);
                          sum += GRABPIXEL(0.05, +4.0);
                       
                          return sum;
                      }
                      ENDCG
                  }
               
                  // Distortion
                  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;
                          float2 uvbump : TEXCOORD1;
                          float2 uvmain : TEXCOORD2;
                      };
                   
                      float _BumpAmt;
                      float4 _BumpMap_ST;
                      float4 _MainTex_ST;
                   
                      v2f vert (appdata_t v) {
                          v2f o;
                          o.vertex = mul(UNITY_MATRIX_MVP, 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;
                          o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
                          o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
                          return o;
                      }
                   
                      fixed4 _Color;
                      sampler2D _GrabTexture;
                      float4 _GrabTexture_TexelSize;
                      sampler2D _BumpMap;
                      sampler2D _MainTex;
                   
                      half4 frag( v2f i ) : COLOR {
                          // calculate perturbed coordinates
                          half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x  y without reconstructing the Z
                          float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
                          i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
                       
                          half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                          half4 tint = tex2D( _MainTex, i.uvmain ) * _Color;
                       
                          return col * tint;
                      }
                      ENDCG
                  }
              }
          }
      }
  • Material anlegen
  • Shader zuweisen
  • UI Element (z.B. Panel) dieses Material zuweisen
  • Via Imagezweisung Helligkeit einstellen (weiß = transparent)