Unity 相機濾鏡
阿新 • • 發佈:2019-02-03
濾鏡管理程式碼(掛在Camera物件上)
using UnityEngine; using System.Collections; [ExecuteInEditMode] public class CameraShader : MonoBehaviour { private Material mat; private Shader shader; private float TimeX = 1.0f; [Range(1, 10)] public float Distortion = 1.0f; [Range(0.5f, 1.0f)] public float speed = 0.75f; Material material { get { if(mat == null) { mat = new Material(shader); //HideAndDontSave:保留物件到新場景 此屬性的功能是用來設定是否將Object物件保留到新Scene中,如果使用HideFlags.HideAndDontSave, //則Object物件將在新Scene中被保留下來,但不會顯示在Hierarchy面板中。所以後面需要用DestroyImmediate()銷燬。 mat.hideFlags = HideFlags.HideAndDontSave; } return mat; } } // Use this for initialization void Start () { //獲取shader shader = Shader.Find("CameraFilterPack/TV_Old_Movie"); //判斷顯示卡是否支援影象後期處理效果 if (!SystemInfo.supportsImageEffects) { enabled = false; //此為程式碼的enable return; } } private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (shader != null) { //shader引數控制 TimeX += Time.deltaTime * speed; if (TimeX > 100) TimeX = 0; material.SetFloat("_TimeX", TimeX); material.SetFloat("_Distortion", Distortion); //渲染
Graphics.Blit(source, destination, material); } else { Graphics.Blit(source, destination); } } // Update is called once per frame void Update() { #if UNITY_EDITOR if (Application.isPlaying != true) { shader = Shader.Find("CameraFilterPack/TV_Old_Movie"); } #endif } void OnDisable() { if (mat) { DestroyImmediate(mat); } } }
shader程式碼,根據需求選擇所需的shader,下面這個是老電影風格的shader濾鏡
Shader "CameraFilterPack/TV_Old_Movie" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TimeX ("Time", Range(0.0, 1.0)) = 1.0 _Distortion ("_Distortion", Range(1.0, 10.0)) = 1.0 } SubShader { Pass { Cull Off ZWrite Off ZTest Always CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma target 3.0 #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float _TimeX; uniform float _Distortion; struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float rand(float2 co){ return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); } float rand(float c){ return rand(float2(c,1.0)); } float randomLine(float seed, float2 uv) { float aa = rand(seed+1.0); float b = 0.01 * aa; float c = aa - 0.5; float l; if ( aa > 0.2) l = pow( abs(aa * uv.x + b * uv.y + c ), 0.125); else l = 2.0 - pow( abs(aa * uv.x + b * uv.y + c), 0.125 ); return lerp(0.5, 1.0, l); } float randomBlotch(float seed, float2 uv) { float x = rand(seed); float y = rand(seed+1.0); float s = 0.01 * rand(seed+2.0); float2 p = float2(x,y) - uv; p.x *= 1; float aa = atan(p.y/p.x); float v = 1.0; float ss = s*s * (sin(6.2831*aa*x)*0.1 + 1.0); if ( dot(p,p) < ss ) v = 0.2; else v = pow(dot(p,p) - ss, 1.0/16.0); return lerp(0.3 + 0.2 * (1.0 - (s / 0.02)), 1.0, v); } half4 _MainTex_ST; float4 frag(v2f i) : COLOR { float2 uvst = UnityStereoScreenSpaceUVAdjust(i.texcoord, _MainTex_ST); float2 uv; uv = uvst; float t = float(int(_TimeX * 15.0)); float2 suv = uv + 0.002 * float2( rand(t), rand(t + 23.0)); float3 image = tex2D( _MainTex, float2(suv.x, suv.y) ); float luma = dot( float3(0.2126, 0.7152, 0.0722), image ); float3 oldImage = luma * float3(0.7, 0.7, 0.7); float randx=rand(t + 8.); float vI = 16.0 * (uv.x * (1.0-uv.x) * uv.y * (1.0-uv.y)); vI *= lerp( 0.7, 1.0, randx+.5); vI += 1.0 + 0.4 *randx; vI *= pow(16.0 * uv.x * (1.0-uv.x) * uv.y * (1.0-uv.y), 0.4); int l = int(8.0 * randx); if ( 0 < l ) vI *= randomLine( t+6.0+17.* float(0),uv); if ( 1 < l ) vI *= randomLine( t+6.0+17.* float(1),uv); int s = int( max(8.0 * rand(t+18.0) -2.0, 0.0 )); if ( 0 < s ) vI *= randomBlotch( t+6.0+19.* float(0),uv); if ( 1 < s ) vI *= randomBlotch( t+6.0+19.* float(1),uv); return float4(oldImage * vI, 1.0); } ENDCG } } }