Unity全屏模糊
先上效果,左边模糊

其实用的是Unity Stard Effect里的资源,一个脚本一个shader
//脚本代码
using UnityEngine;
using System.Collections; [ExecuteInEditMode]
[AddComponentMenu("Image Effects/Blur/Blur")]
public class BlurEffect : MonoBehaviour
{
/// Blur iterations - larger number means more blur.
public int iterations = ; /// Blur spread for each iteration. Lower values
/// give better looking blur, but require more iterations to
/// get large blurs. Value is usually between 0.5 and 1.0.
public float blurSpread = 0.6f; // --------------------------------------------------------
// The blur iteration shader.
// Basically it just takes 4 texture samples and averages them.
// By applying it repeatedly and spreading out sample locations
// we get a Gaussian blur approximation. public Shader blurShader = null; //private static string blurMatString = static Material m_Material = null;
protected Material material {
get {
if (m_Material == null) {
m_Material = new Material(blurShader);
m_Material.hideFlags = HideFlags.DontSave;
}
return m_Material;
}
} protected void OnDisable() {
if( m_Material ) {
DestroyImmediate( m_Material );
}
} // -------------------------------------------------------- protected void Start()
{
// Disable if we don't support image effects
if (!SystemInfo.supportsImageEffects) {
enabled = false;
return;
}
// Disable if the shader can't run on the users graphics card
if (!blurShader || !material.shader.isSupported) {
enabled = false;
return;
}
} // Performs one blur iteration.
public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration)
{
float off = 0.5f + iteration*blurSpread;
Graphics.BlitMultiTap (source, dest, material,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2( off, off),
new Vector2( off, -off)
);
} // Downsamples the texture to a quarter resolution.
private void DownSample4x (RenderTexture source, RenderTexture dest)
{
float off = 1.0f;
Graphics.BlitMultiTap (source, dest, material,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2( off, off),
new Vector2( off, -off)
);
} // Called by the camera to apply the image effect
void OnRenderImage (RenderTexture source, RenderTexture destination) {
int rtW = source.width/;
int rtH = source.height/;
RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, ); // Copy source to the 4x4 smaller texture.
DownSample4x (source, buffer); // Blur the small texture
for(int i = ; i < iterations; i++)
{
RenderTexture buffer2 = RenderTexture.GetTemporary(rtW, rtH, );
FourTapCone (buffer, buffer2, i);
RenderTexture.ReleaseTemporary(buffer);
buffer = buffer2;
}
Graphics.Blit(buffer, destination); RenderTexture.ReleaseTemporary(buffer);
}
}
//shader
// electricity/lightning shader
// pixel shader 2.0 based rendering of electric spark
// by Ori Hanegby
// Free for any kind of use. Shader "FX/Lightning" {
Properties {
_SparkDist ("Spark Distribution", range(-,)) =
_MainTex ("MainTex (RGB)", 2D) = "white" {}
_Noise ("Noise", 2D) = "noise" {}
_StartSeed ("StartSeed", Float) =
_SparkMag ("Spark Magnitude" , range(,)) =
_SparkWidth ("Spark Width" , range(0.001,0.499)) = 0.25
} Category { // We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" } SubShader { // Main pass: Take the texture grabbed above and use the bumpmap to perturb it
// on to the screen
Blend one one
ZWrite off
Pass {
Name "BASE"
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;
float2 uvmain : TEXCOORD0;
}; float _SparkDist;
float4 _Noise_ST;
float4 _MainTex_ST;
float4 _ObjectScale; v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
return o;
} sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
sampler2D _Noise;
sampler2D _MainTex;
float _GlowSpread;
float _GlowIntensity;
float _StartSeed;
float _SparkMag;
float _SparkWidth; half4 frag( v2f i ) : COLOR
{ float2 noiseVec = float2(i.uvmain.y / ,abs(sin(_Time.x + _StartSeed)) * );
float4 noiseSamp = tex2D( _Noise,noiseVec); float dvdr = 1.0 - abs(i.uvmain.y - 0.5) * ;
dvdr = clamp(dvdr+_SparkDist,,); float fullWidth = - _SparkWidth * ;
// Center the scaled texture
float scaledTexel = (i.uvmain.x - _SparkWidth) / fullWidth; float offs = scaledTexel + ((0.5 - noiseSamp.x)/) * _SparkMag * dvdr;
offs = clamp(offs,,); float2 texSampVec = float2(offs,i.uvmain.y);
half4 col = tex2D( _MainTex, texSampVec); return col;
}
ENDCG
}
} // ------------------------------------------------------------------
// Fallback for older cards
SubShader {
Blend one one
ZWrite off
Pass {
Name "BASE"
SetTexture [_MainTex] { combine texture }
}
}
} }
用法:
创建个摄像机,挂上上面的脚本,然后把Blur Shader用这个shader赋值就行了
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