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C# 如何将自定义着色器与URP一起使用_C#_Unity3d_Shader - Fatal编程技术网

C# 如何将自定义着色器与URP一起使用

C# 如何将自定义着色器与URP一起使用,c#,unity3d,shader,C#,Unity3d,Shader,我发现了这个模糊着色器,它的效果非常好,我把它应用到了材质上 Shader "Custom/BLUR" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _BumpAmt ("Distortion", Range (0,128)) = 10 _MainTex ("Tint Color (RGB)&qu

我发现了这个模糊着色器,它的效果非常好,我把它应用到了材质上

    Shader "Custom/BLUR" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _BumpAmt  ("Distortion", Range (0,128)) = 10
        _MainTex ("Tint Color (RGB)", 2D) = "white" {}
        _BumpMap ("Normalmap", 2D) = "bump" {}
        _Size ("Size", Range(0, 20)) = 1
    }
 
    Category {
 
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }
 
 
        SubShader {
     
            GrabPass {                    
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }
             
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"
             
                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };
             
                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                };
             
                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    return o;
                }
             
                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Size;
             
                half4 frag( v2f i ) : COLOR {
                 
                    half4 sum = half4(0,0,0,0);
                    #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
                    sum += GRABPIXEL(0.05, -4.0);
                    sum += GRABPIXEL(0.09, -3.0);
                    sum += GRABPIXEL(0.12, -2.0);
                    sum += GRABPIXEL(0.15, -1.0);
                    sum += GRABPIXEL(0.18,  0.0);
                    sum += GRABPIXEL(0.15, +1.0);
                    sum += GRABPIXEL(0.12, +2.0);
                    sum += GRABPIXEL(0.09, +3.0);
                    sum += GRABPIXEL(0.05, +4.0);
                 
                    return sum;
                }
                ENDCG
            }
 
            GrabPass {                        
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }
             
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"
             
                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };
             
                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                };
             
                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    return o;
                }
             
                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Size;
             
                half4 frag( v2f i ) : COLOR {
                 
                    half4 sum = half4(0,0,0,0);
                    #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight
                 
                    sum += GRABPIXEL(0.05, -4.0);
                    sum += GRABPIXEL(0.09, -3.0);
                    sum += GRABPIXEL(0.12, -2.0);
                    sum += GRABPIXEL(0.15, -1.0);
                    sum += GRABPIXEL(0.18,  0.0);
                    sum += GRABPIXEL(0.15, +1.0);
                    sum += GRABPIXEL(0.12, +2.0);
                    sum += GRABPIXEL(0.09, +3.0);
                    sum += GRABPIXEL(0.05, +4.0);
                 
                    return sum;
                }
                ENDCG
            }
         
            GrabPass {                        
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }
             
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"
             
                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };
             
                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                    float2 uvbump : TEXCOORD1;
                    float2 uvmain : TEXCOORD2;
                };
             
                float _BumpAmt;
                float4 _BumpMap_ST;
                float4 _MainTex_ST;
             
                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
                    o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
                    return o;
                }
             
                fixed4 _Color;
                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                sampler2D _BumpMap;
                sampler2D _MainTex;
             
                half4 frag( v2f i ) : COLOR {
              
                    half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
                    float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
                    i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
                 
                    half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                    half4 tint = tex2D( _MainTex, i.uvmain ) * _Color;
                 
                    return col * tint;
                }
                ENDCG
            }
        }
    }
}
但是当与URP Asset(通用渲染管道)一起使用时,模糊看起来就像纯色。它在不使用URP的情况下工作。在仍然使用URP的情况下,是否可以使用自定义着色器

我尽了一切努力来修复它,并使它一起工作,但到目前为止没有任何进展


我非常重视任何回复。

在URP中编写自定义着色器不是一项有趣的任务。Unity正在尝试使用视觉着色而不是用代码编写的着色器来推动应用程序。我在编写着色器方面很糟糕,但您可以将其用作将着色器更新为URP的基础。也有,但我不确定它们有多有用。对不起,我试图超链接的要点是一个死链接@我明白了,非常感谢你!当然希望你的着色器能正常工作!