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Shader "Custom/ObjectBlur" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags{"Queue"="Transparent"} pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float uvOffset; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; } ; v2f vert (appdata_base v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP,v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } float4 frag (v2f i) : COLOR { float4 s1 = tex2D(_MainTex,i.uv + float2(uvOffset,0.00)); float4 s2 = tex2D(_MainTex,i.uv + float2(-uvOffset,0.00)); float4 s3 = tex2D(_MainTex,i.uv + float2(0.00,uvOffset)); float4 s4 = tex2D(_MainTex,i.uv + float2(0.00,-uvOffset)); float4 texCol = tex2D(_MainTex,i.uv); float4 outp; float pct=0.2; outp = texCol* (1- pct*4) + s1* pct + s2* pct+ s3* pct + s4* pct; return outp; } ENDCG } } }
using UnityEngine; using System.Collections; public class BlurManager : MonoBehaviour { private float length =3f; private float showTime = -100; private float hideTime = -100; void Update () { if(showTime >0) { showTime -= Time.deltaTime; Shader.SetGlobalFloat("uvOffset", (showTime/length) * 0.005f); } if(hideTime >0) { hideTime -= Time.deltaTime; Shader.SetGlobalFloat("uvOffset", (1- hideTime/length) * 0.005f); } } void OnGUI() { if(GUI.Button(new Rect(0,0,100,50),"Show")) { showTime = length; } if(GUI.Button(new Rect(100,0,100,50),"Hide")) { hideTime = length; } } }
运行后,点击show按钮,图会从模糊变清晰,点击hide按钮会从清晰变模糊。
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原文地址:http://www.cnblogs.com/zdlbbg/p/4329540.html