Shader框架相关

1.编写了URP的屏幕后特效框架,在URP的文件夹。
2.添加了转场的相关的两个Shader,在Shader文件夹。
This commit is contained in:
SAIPO 2022-03-21 17:45:57 +08:00
parent 698339a63c
commit 8009174cbe
17 changed files with 482 additions and 14 deletions

8
Assets/Shader.meta Normal file
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Shader "Unlit/LoadScreen"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BlurRadius ("BlurRadius", Range(0, 50)) = 0 //模糊半径
_TextureSize ("TextureSize", Float) = 640
_SecTex("SecTex",2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _SecTex;
float4 _MainTex_ST;
int _BlurRadius;
float _TextureSize;
float GetGaussWeight(float x, float y, float sigma)
{
float sigma2 = pow(sigma, 2.0f);
float left = 1 / (2 * sigma2 * 3.1415926f);
float right = exp(-(x*x+y*y)/(2*sigma2)); //e的指数幂
return left * right;
}
float4 GaussBlur(float2 uv) //高斯公式
{
float sigma = (float)_BlurRadius / 3.0f;//权重
float4 col = float4(0, 0, 0, 0);
for (int x = - _BlurRadius; x <= _BlurRadius; ++x)
{
for (int y = - _BlurRadius; y <= _BlurRadius; ++y)
{
//获取周围像素的颜色
//转为uv上的坐标值
float4 color = tex2D(_SecTex, uv + float2(x / _TextureSize, y / _TextureSize));
//获取此像素的权重
float weight = GetGaussWeight(x, y, sigma);
//计算此点的最终颜色
col += color * weight; //颜色乘以权重
}
}
return col;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
float4 frag (v2f i) : SV_Target
{
float4 black = float4(0,0,0,0);
float4 col = GaussBlur(i.uv);
col*=1+_BlurRadius;
col=smoothstep(0.1,0.9,col);
col=step(col,0.5);
col*=tex2D(_MainTex,i.uv);
col = lerp(col,black,_BlurRadius*(1.0/50));
return col;
}
ENDCG
}
}
}

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Shader "pp/ScreenEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("color",Color) = (1,1,1,1)
}
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;
sampler2D _GulussTex;
float4 _MainTex_TexelSize;
float4 _GulussTex_TexelSize;
float3 _Color;
float _BlurRadius;
float _Radius;
static float r = 1;
fixed luminance(fixed3 col)
{
return col.x * 0.299 + col.y * 0.587 + col.z * 0.114;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 col = tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,-1)).rgb * -1;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,-1)).rgb * -2;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,-1)).rgb * -1;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,0)).rgb * 0;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,0)).rgb * 0;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,0)).rgb * 0;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,1)).rgb * 1;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,1)).rgb * 2;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,1)).rgb * 1;
fixed gray = abs(luminance(col));
col = tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,-1)).rgb * -1;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,-1)).rgb * 0;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,-1)).rgb * 1;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,0)).rgb * -2;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,0)).rgb * 0;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,0)).rgb * 2;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,1)).rgb * -1;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,1)).rgb * 0;
col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,1)).rgb * 1;
gray += abs(luminance(col));
fixed3 enhance = fixed3(gray, gray, gray)*_Color;
//fixed3 ori = tex2D(_MainTex, i.uv).rgb + enhance * 0.5;
return fixed4(enhance,1);
}
ENDCG
}
}
FallBack Off
}

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class HLRenderPass : ScriptableRenderPass
{
public Material mMat;
public int blitShaderPassIndex = 0;
public FilterMode filterMode { get; set; }
private RenderTargetIdentifier source { get; set; }
private RenderTargetHandle destination { get; set; }
RenderTargetHandle m_temporaryColorTexture;
string m_ProfilerTag;
public HLRenderPass(string passname, RenderPassEvent _event, Material _mat,float contrast)
{
m_ProfilerTag = passname;
this.renderPassEvent = _event;
mMat = _mat;
mMat.SetFloat("_Contrast", contrast);
m_temporaryColorTexture.Init("temporaryColorTexture");
}
public void Setup(RenderTargetIdentifier src, RenderTargetHandle dest)
{
this.source = src;
this.destination = dest;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
opaqueDesc.depthBufferBits = 0;
if (destination == RenderTargetHandle.CameraTarget)
{
cmd.GetTemporaryRT(m_temporaryColorTexture.id, opaqueDesc, filterMode);
Blit(cmd, source, m_temporaryColorTexture.Identifier(), mMat, blitShaderPassIndex);
Blit(cmd, m_temporaryColorTexture.Identifier(), source);
}
else
{
Blit(cmd, source, destination.Identifier(), mMat, blitShaderPassIndex);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (destination == RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_temporaryColorTexture.id);
}
}

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class RenderPassFeature : ScriptableRendererFeature
{
public enum Target
{
Color,
Texture
}
[System.Serializable]
public class HLSettings
{
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
public Material mMat;
public Target destination = Target.Color;
public int blitMaterialPassIndex = -1;
public string textureId = "_ScreenTexture";
public float contrast = 0.5f;
}
public HLSettings settings = new HLSettings();
RenderTargetHandle m_renderTargetHandle;
HLRenderPass m_ScriptablePass;
public override void Create()
{
int passIndex = settings.mMat != null ? settings.mMat.passCount - 1 : 1;
settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
m_ScriptablePass = new HLRenderPass("HLPostEffectRender", settings.renderPassEvent, settings.mMat, settings.contrast);
m_renderTargetHandle.Init(settings.textureId);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var src = renderer.cameraColorTarget;
var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_renderTargetHandle;
if (settings.mMat == null)
{
Debug.LogWarningFormat("丢失blit材质");
return;
}
m_ScriptablePass.Setup(src,dest);
renderer.EnqueuePass(m_ScriptablePass);
}
}

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