无双屏幕特效

 Camera Shader

Shader "Effect/WS_Camera" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader 
{
Pass
{
Tags{"LightMode" = "Always"}
ZTest Always
Cull off
ZWrite off
Fog {Mode off}

CGPROGRAM
#pragma vertex vert 
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
            #pragma target 3.0    
#include "UnityCG.cginc"

uniform sampler2D _MainTex;
uniform fixed4 _MainTex_TexelSize;
uniform fixed _CenterX, _CenterY;
uniform fixed _Strength;
uniform fixed _RadiusX, _RadiusY;
uniform fixed _Hue;
uniform fixed _Saturation;
uniform fixed _Value;

            float3 RGB2HSV( float3 RGB )
            {
                float4 k = float4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
                float4 p = RGB.g < RGB.b ? float4(RGB.b, RGB.g, k.w, k.z) : float4(RGB.gb, k.xy);
                float4 q = RGB.r < p.x   ? float4(p.x, p.y, p.w, RGB.r)   : float4(RGB.r , p.yzx);
                float  d = q.x - min(q.w, q.y);
                float  e = 1.0e-10;
                return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
            }


            float3 HSV2RGB( float3 HSV )
            {
                float4 k = float4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
                float3 p = abs(frac(HSV.xxx + k.xyz) * 6.0 - k.www);
                return HSV.z * lerp(k.xxx, clamp(p - k.xxx, 0.0, 1.0), HSV.y);
            }

v2f_img vert(appdata_img v)
{
v2f_img o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

#ifdef UNITY_HALF_TEXEL_OFFSET
v.texcoord.y += _MainTex_TexelSize.y;
#endif

#if SHADER_API_D3D9
if (_MainTex_TexelSize.y < 0)
v.texcoord.y = 1.0 - v.texcoord.y;
#endif

o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord);
return o;
}

fixed4 frag (v2f_img i) : COLOR
{
fixed4 main = tex2D(_MainTex, i.uv);

half2 center = fixed2(_CenterX, _CenterY);
i.uv -= center;



//Radial Blur
for(int j = 1; j < 10; j++)    
{
float scale = 1.0 + (-_Strength * j / 10.0);
main.rgb += tex2D(_MainTex, i.uv * scale + center);
}

main.rgb /= 9;

//LensCircle
fixed dist = distance(i.uv + center, fixed2(_CenterX, _CenterY));
main.rgb *= smoothstep(_RadiusX, _RadiusY, dist);

//HSV 
                fixed3 colorTemp = RGB2HSV( main.rgb ).rgb;
                fixed3 finalColor = HSV2RGB( float3(float2((_Hue+colorTemp.r),(_Saturation+colorTemp.g)),(_Value+colorTemp.b)) );
                main.rgb *= finalColor;

return main;
}
ENDCG
}
} 
FallBack off
}

Unity调用

using UnityEngine;
    
[ExecuteInEditMode]
public class WS_Camera : MonoBehaviour
{
    private Material _material;
    public Shader _shader;
       
 //Variables//
    public float centerX = 0.5f;
 public float centerY = 0.5f;
    public float radiusX = 0.8f;
    public float radiusY = 0.4f;
 public float strength = 0.1f;
    public float _Hue = 0.0f;
    public float _Saturation = 0.0f;
    public float _Value = 0.0f;
    //Properties
    Material material
    {
        get
        {
            if (_material == null)
            {
                _material = new Material(_shader);
                _material.hideFlags = HideFlags.HideAndDontSave;
            }
            return _material;
        }
    }
    void Start()
    {
        //_shader = Shader.Find("DreamFaction/Effect/WS_Camera");
        if (!SystemInfo.supportsImageEffects)
        {
            enabled = false;
            return;
        }
        if (!_shader && !_shader.isSupported)
        {
            enabled = false;
        }
    }

 void OnRenderImage(RenderTexture source, RenderTexture destination) {
        if (_shader != null)
        {
            material.SetFloat("_CenterX", centerX);
            material.SetFloat("_CenterY", centerY);
            material.SetFloat("_RadiusX", radiusX);
            material.SetFloat("_RadiusY", radiusY);
            material.SetFloat("_Strength", strength);
            material.SetFloat("_Hue", _Hue);
            material.SetFloat("_Saturation", _Saturation);
            material.SetFloat("_Value", _Value);
            Graphics.Blit(source, destination, _material);
        }
 }
    void OnDisable()
    {
        if (_material)
        {
            DestroyImmediate(_material);
        }
    }
}

运行测试

  

原文地址:https://www.cnblogs.com/JimmyCode/p/6727180.html