GitHub项目地址
屏幕后处理效果即在渲染完场景得到屏幕图像后,再进行处理的效果。
Unity Shader中的Pass是按照顺序执行的,如果需要使用一个Pass的处理结果作为另一个Pass的输入,这个时候就需要用到OnRenderImage()函数了。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class Pixelate : MonoBehaviour
{
// Start is called before the first frame update
public Material effectMaterial;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination, effectMaterial);
}
}
像素效果的原理:定义一个行数变量_Rows和一个列数变量_Columns,将uv分别乘以这两个变量,取整,再除以这两个变量。这样一定范围内的像素点就会取到相同的颜色值,从而实现像素效果。
Shader "Custom/PixelateShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Columns("Pixel Columns",Float) = 64
_Rows("Pixel Rows",Float) = 64
}
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;
float _Columns;
float _Rows;
fixed4 frag(v2f i) : SV_Target
{
float2 uv = i.uv;
uv.x *= _Columns;
uv.y *= _Rows;
uv.x = round(uv.x);
uv.y = round(uv.y);
uv.x /= _Columns;
uv.y /= _Rows;
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}