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