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此shader效果未经实际测试,朋友们可以测试下!
Here is shader file (save as Dream.shader in your assets folder):- Shader "Hidden/Dream" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- Fog { Mode off }
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- uniform sampler2D _MainTex;
- float4 frag (v2f_img i) : COLOR {
- float4 c = tex2D(_MainTex, i.uv);
- c += tex2D(_MainTex, i.uv+0.001);
- c += tex2D(_MainTex, i.uv+0.003);
- c += tex2D(_MainTex, i.uv+0.005);
- c += tex2D(_MainTex, i.uv+0.007);
- c += tex2D(_MainTex, i.uv+0.009);
- //c += tex2D(_MainTex, i.uv+0.011);
- c += tex2D(_MainTex, i.uv-0.001);
- c += tex2D(_MainTex, i.uv-0.003);
- c += tex2D(_MainTex, i.uv-0.005);
- c += tex2D(_MainTex, i.uv-0.007);
- c += tex2D(_MainTex, i.uv-0.009);
- //c += tex2D(_MainTex, i.uv-0.011);
- c.rgb = float3((c.r+c.g+c.b)/3.0);
- c = c / 9.5;
- return c;
- }
- ENDCG
- }
- }
- Fallback off
- }
- here is code to be attached to camera (save as dream.cs):
- using UnityEngine;
- [ExecuteInEditMode]
- [AddComponentMenu("Image Effects/Dream")]
- public class Dream : ImageEffectBase {
- // Called by camera to apply image effect
- void OnRenderImage (RenderTexture source, RenderTexture destination) {
- Graphics.Blit (source, destination, material);
- }
- }
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