这几天研究了下模糊特效,看了很多文章,其原理就是拿取图片或屏幕数据,然后将周围的元素和目标位置的颜色值进行一个融合计算,然后自己写了一个小小的测试程序。

这个模糊也可以分成两种,一个是自身模糊,一个是从屏幕上取值进行模糊。第一个用于一些小的列表展示,比如未解锁时,是模糊的。第二个是凸显弹框效果的,将背景都模糊掉,自己将这个稍微加强了些可以指定模糊一个位置。
针对移动平台,使用高斯模糊,其实效率不是很高,如果要很好的效果,那么速度卡;如果要速度快,那么效果达不到要求。但是还是在这里记录下,兴许以后能用上。
先说第一个,挂在Image下的模糊特效。
Shader "Custom/FrontBlur" {
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil ("Stencil ID", Float) = 0
[HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_Size ("Size", Range(0, 50)) = 5
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "FrontBlurHor"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _Size;
half4 GrabPixel(v2f i, float weight, float kernelx){
if (_Size <= 1 || weight == 0){
return tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size, i.texcoord.y)) * weight;
}else{
half4 sum = half4(0,0,0,0);
sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*0.2, i.texcoord.y))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*0.4, i.texcoord.y))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*0.6, i.texcoord.y))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*0.8, i.texcoord.y))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*1.0, i.texcoord.y))*0.2;
return (sum + _TextureSampleAdd) * weight;
}
}
half4 GrabPixely(v2f i, float weight, float kernely){
if (_Size <= 1 || weight == 0){
return tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size)) * weight;
}else{
half4 sum = half4(0,0,0,0);
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.2))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.4))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.6))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.8))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*1.0))*0.2;
return (sum + _TextureSampleAdd) * weight;
}
}
fixed4 frag(v2f IN) : SV_Target
{
half4 sum = half4(0,0,0,0);
// #define GRABPIXEL(weight, kernelx) (tex2D(_MainTex, half2(IN.texcoord.x + _MainTex_TexelSize.x * kernelx*_Size, IN.texcoord.y)) + _TextureSampleAdd) * weight
// sum += GrabPixel(IN, 0.05, -4.0);
// sum += GrabPixel(IN, 0.09, -3.0);
// sum += GrabPixel(IN, 0.12, -2.0);
// sum += GrabPixel(IN, 0.15, -1.0);
// sum += GrabPixel(IN, 0.18, 0.0);
// sum += GrabPixel(IN, 0.15, +1.0);
// sum += GrabPixel(IN, 0.12, +2.0);
// sum += GrabPixel(IN, 0.09, +3.0);
// sum += GrabPixel(IN, 0.05, +4.0);
for(int i=0;i<9;i++){
sum += GrabPixel(IN, 1.0/9, i-4.0);
}
// half4 sumy = half4(0,0,0,0);
// for(int i=0;i<15;i++){
// sumy += GrabPixely(IN, 1.0/15, i-7.0);
// }
// half4 sum = (sumx + sumy) * 0.5;
// sum += GrabPixel(IN, 0.01, -9.0);
// sum += GrabPixel(IN, 0.02, -8.0);
// sum += GrabPixel(IN, 0.03, -7.0);
// sum += GrabPixel(IN, 0.04, -6.0);
// sum += GrabPixel(IN, 0.05, -5.0);
// sum += GrabPixel(IN, 0.06, -4.0);
// sum += GrabPixel(IN, 0.07, -3.0);
// sum += GrabPixel(IN, 0.08, -2.0);
// sum += GrabPixel(IN, 0.09, -1.0);
// sum += GrabPixel(IN, 0.10, 0.0);
// sum += GrabPixel(IN, 0.09, +1.0);
// sum += GrabPixel(IN, 0.08, +2.0);
// sum += GrabPixel(IN, 0.07, +3.0);
// sum += GrabPixel(IN, 0.06, +4.0);
// sum += GrabPixel(IN, 0.05, +5.0);
// sum += GrabPixel(IN, 0.04, +6.0);
// sum += GrabPixel(IN, 0.03, +7.0);
// sum += GrabPixel(IN, 0.02, +8.0);
// sum += GrabPixel(IN, 0.01, +9.0);
sum = sum * IN.color;
sum.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (sum.a - 0.001);
#endif
return sum;
// float distance = _Distance;
// fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
// color /= 9;
// color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
// #ifdef UNITY_UI_ALPHACLIP
// clip (color.a - 0.001);
// #endif
// return color;
}
ENDCG
}
Pass
{
Name "FrontBlurVer"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _Size;
half4 GrabPixel(v2f i, float weight, float kernely){
if (_Size <= 1 || weight == 0){
return tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size)) * weight;
}else{
half4 sum = half4(0,0,0,0);
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.2))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.4))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.6))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.8))*0.2;
sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*1.0))*0.2;
return (sum + _TextureSampleAdd) * weight;
}
}
fixed4 frag(v2f IN) : SV_Target
{
half4 sum = half4(0,0,0,0);
// #define GRABPIXEL(weight, kernely) (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + _MainTex_TexelSize.y * kernely*_Size)) + _TextureSampleAdd) * weight
// sum += GrabPixel(IN, 0.05, -4.0);
// sum += GrabPixel(IN, 0.09, -3.0);
// sum += GrabPixel(IN, 0.12, -2.0);
// sum += GrabPixel(IN, 0.15, -1.0);
// sum += GrabPixel(IN, 0.18, 0.0);
// sum += GrabPixel(IN, 0.15, +1.0);
// sum += GrabPixel(IN, 0.12, +2.0);
// sum += GrabPixel(IN, 0.09, +3.0);
// sum += GrabPixel(IN, 0.05, +4.0);
for(int i=0;i<9;i++){
sum += GrabPixel(IN, 1.0/9, i-4.0);
}
// sum += GrabPixel(IN, 0.01, -9.0);
// sum += GrabPixel(IN, 0.02, -8.0);
// sum += GrabPixel(IN, 0.03, -7.0);
// sum += GrabPixel(IN, 0.04, -6.0);
// sum += GrabPixel(IN, 0.05, -5.0);
// sum += GrabPixel(IN, 0.06, -4.0);
// sum += GrabPixel(IN, 0.07, -3.0);
// sum += GrabPixel(IN, 0.08, -2.0);
// sum += GrabPixel(IN, 0.09, -1.0);
// sum += GrabPixel(IN, 0.10, 0.0);
// sum += GrabPixel(IN, 0.09, +1.0);
// sum += GrabPixel(IN, 0.08, +2.0);
// sum += GrabPixel(IN, 0.07, +3.0);
// sum += GrabPixel(IN, 0.06, +4.0);
// sum += GrabPixel(IN, 0.05, +5.0);
// sum += GrabPixel(IN, 0.04, +6.0);
// sum += GrabPixel(IN, 0.03, +7.0);
// sum += GrabPixel(IN, 0.02, +8.0);
// sum += GrabPixel(IN, 0.01, +9.0);
sum = sum * IN.color;
sum.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (sum.a - 0.001);
#endif
return sum;
// float distance = _Distance;
// fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
// color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
// color /= 9;
// color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
// #ifdef UNITY_UI_ALPHACLIP
// clip (color.a - 0.001);
// #endif
// return color;
}
ENDCG
}
}
}
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