Unity3d 统一-光泽模糊材质?

Unity3d 统一-光泽模糊材质?,unity3d,material-design,virtual-reality,Unity3d,Material Design,Virtual Reality,好的,我试着做一个像这样的标准模糊材料(黑暗的击剑菜单) 或 但是在3D对象上,所以不是摄影机效果或画布材质。我发现一些资产,提供了低质量的模糊,但我需要它的光泽,一个不错的高斯模糊。我的那个有奇怪的条纹: //升级说明:将“mul(UNITY\u MATRIX\u MVP,)”替换为“UnityObjectToClipPos()” 如何实现网格的光泽,甚至只是高质量高斯模糊材质?如果您想在曲面上添加光泽,以下是一种方法,基于Unity Community wiki中文章中复制的着色器: 第

好的,我试着做一个像这样的标准模糊材料(黑暗的击剑菜单)

但是在3D对象上,所以不是摄影机效果或画布材质。我发现一些资产,提供了低质量的模糊,但我需要它的光泽,一个不错的高斯模糊。我的那个有奇怪的条纹:

//升级说明:将“mul(UNITY\u MATRIX\u MVP,)”替换为“UnityObjectToClipPos()”


如何实现网格的光泽,甚至只是高质量高斯模糊材质?

如果您想在曲面上添加光泽,以下是一种方法,基于Unity Community wiki中文章中复制的着色器:

第一次擦亮 设置标记以匹配光泽着色器:
“LightMode”=“ForwardBase”

如果这些变量尚不存在,则将其添加到过程中(如果存在,则可能需要重命名):

包括
float3正常:正常

包括
float4 posWorld:TEXCOORD0
float3 normalDir:TEXCOORD1

vert
函数中,以光泽着色器
vert
的相同方式设置
output.posWorld
output.normalDir

然后,在
frag
函数中,获取模糊着色器已经返回的内容,并将其用作光泽着色器中第一个
frag
函数中的
textureColor
变量,而不是返回它,然后执行第一个光泽
frag
函数的其余部分

您可能需要重命名代码中的其他内容,以使其与您已有的通行证一起工作。我不知道你的模糊着色器看起来像什么,所以我不可能列出合并两个过程的每一步

第二次擦亮
重复与第一次光泽
过程相同的过程,但使用第二次光泽
过程中的代码(特别重要的是不同的标签
“LightMode”=“ForwardAdd”

是关于UI效果的问题,但应该适用于任何材料。@Ruzihm非常感谢!第二个答案是有效的,但现在在我需要的第二部分,我如何使这种材料有光泽?是否可能,或者是否需要覆盖另一个网格?
Shader "Custom/WaterBlur" {
    Properties {
    _blurSizeXY("BlurSizeXY", Range(0,10)) = 0
}
    SubShader {

        // Draw ourselves after all opaque geometry
        Tags { "Queue" = "Transparent" }

        // Grab the screen behind the object into _GrabTexture
        GrabPass { }

        // Render the object with the texture generated above
        Pass {


CGPROGRAM
#pragma debug
#pragma vertex vert
#pragma fragment frag 
#ifndef SHADER_API_D3D11

    #pragma target 3.0

#else

    #pragma target 4.0

#endif

            sampler2D _GrabTexture : register(s0);
            float _blurSizeXY;

struct data {

    float4 vertex : POSITION;

    float3 normal : NORMAL;

};



struct v2f {

    float4 position : POSITION;

    float4 screenPos : TEXCOORD0;

};



v2f vert(data i){

    v2f o;

    o.position = UnityObjectToClipPos(i.vertex);

    o.screenPos = o.position;

    return o;

}



half4 frag( v2f i ) : COLOR

{

    float2 screenPos = i.screenPos.xy / i.screenPos.w;
    float depth= _blurSizeXY*0.0005;

    screenPos.x = (screenPos.x + 1) * 0.5;

    screenPos.y = 1-(screenPos.y + 1) * 0.5;

    half4 sum = half4(0.0h,0.0h,0.0h,0.0h);   
    sum += tex2D( _GrabTexture, float2(screenPos.x-5.0 * depth, screenPos.y+5.0 * depth)) * 0.025;    
    sum += tex2D( _GrabTexture, float2(screenPos.x+5.0 * depth, screenPos.y-5.0 * depth)) * 0.025;

    sum += tex2D( _GrabTexture, float2(screenPos.x-4.0 * depth, screenPos.y+4.0 * depth)) * 0.05;
    sum += tex2D( _GrabTexture, float2(screenPos.x+4.0 * depth, screenPos.y-4.0 * depth)) * 0.05;


    sum += tex2D( _GrabTexture, float2(screenPos.x-3.0 * depth, screenPos.y+3.0 * depth)) * 0.09;
    sum += tex2D( _GrabTexture, float2(screenPos.x+3.0 * depth, screenPos.y-3.0 * depth)) * 0.09;

    sum += tex2D( _GrabTexture, float2(screenPos.x-2.0 * depth, screenPos.y+2.0 * depth)) * 0.12;
    sum += tex2D( _GrabTexture, float2(screenPos.x+2.0 * depth, screenPos.y-2.0 * depth)) * 0.12;

    sum += tex2D( _GrabTexture, float2(screenPos.x-1.0 * depth, screenPos.y+1.0 * depth)) *  0.15;
    sum += tex2D( _GrabTexture, float2(screenPos.x+1.0 * depth, screenPos.y-1.0 * depth)) *  0.15;



    sum += tex2D( _GrabTexture, screenPos-5.0 * depth) * 0.025;    
    sum += tex2D( _GrabTexture, screenPos-4.0 * depth) * 0.05;
    sum += tex2D( _GrabTexture, screenPos-3.0 * depth) * 0.09;
    sum += tex2D( _GrabTexture, screenPos-2.0 * depth) * 0.12;
    sum += tex2D( _GrabTexture, screenPos-1.0 * depth) * 0.15;    
    sum += tex2D( _GrabTexture, screenPos) * 0.16; 
    sum += tex2D( _GrabTexture, screenPos+5.0 * depth) * 0.15;
    sum += tex2D( _GrabTexture, screenPos+4.0 * depth) * 0.12;
    sum += tex2D( _GrabTexture, screenPos+3.0 * depth) * 0.09;
    sum += tex2D( _GrabTexture, screenPos+2.0 * depth) * 0.05;
    sum += tex2D( _GrabTexture, screenPos+1.0 * depth) * 0.025;

    return sum/2;

}
ENDCG
        }
    }

Fallback Off
} 
Shader "Cg per-pixel lighting with texture" {
   Properties {
      _MainTex ("RGBA Texture For Material Color", 2D) = "white" {} 
      _Color ("Diffuse Material Color", Color) = (1,1,1,1) 
      _SpecColor ("Specular Material Color", Color) = (1,1,1,1) 
      _Shininess ("Shininess", Float) = 10
   }
   SubShader {
      Pass {    
         Tags { "LightMode" = "ForwardBase" } 
            // pass for ambient light and first light source

         CGPROGRAM

         #pragma vertex vert  
         #pragma fragment frag 

         #include "UnityCG.cginc"
         uniform float4 _LightColor0; 
            // color of light source (from "Lighting.cginc")

         // User-specified properties
         uniform sampler2D _MainTex;    
         uniform float4 _Color; 
         uniform float4 _SpecColor; 
         uniform float _Shininess;

         struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
            float4 texcoord : TEXCOORD0;
        };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 posWorld : TEXCOORD0;
            float3 normalDir : TEXCOORD1;
            float4 tex : TEXCOORD2;
        };

         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;

            float4x4 modelMatrix = unity_ObjectToWorld;
            float4x4 modelMatrixInverse = unity_WorldToObject;

            output.posWorld = mul(modelMatrix, input.vertex);
            output.normalDir = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            output.tex = input.texcoord;
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }

         float4 frag(vertexOutput input) : COLOR
         {
            float3 normalDirection = normalize(input.normalDir);

            float3 viewDirection = normalize(
               _WorldSpaceCameraPos - input.posWorld.xyz);
            float3 lightDirection;
            float attenuation;

            float4 textureColor = tex2D(_MainTex, input.tex.xy);

            if (0.0 == _WorldSpaceLightPos0.w) // directional light?
            {
               attenuation = 1.0; // no attenuation
               lightDirection = 
                  normalize(_WorldSpaceLightPos0.xyz);
            } 
            else // point or spot light
            {
               float3 vertexToLightSource = 
                  _WorldSpaceLightPos0.xyz - input.posWorld.xyz;
               float distance = length(vertexToLightSource);
               attenuation = 1.0 / distance; // linear attenuation 
               lightDirection = normalize(vertexToLightSource);
            }

            float3 ambientLighting = textureColor.rgb  
               * UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;

            float3 diffuseReflection = textureColor.rgb  
               * attenuation * _LightColor0.rgb * _Color.rgb
               * max(0.0, dot(normalDirection, lightDirection));

            float3 specularReflection;
            if (dot(normalDirection, lightDirection) < 0.0) 
               // light source on the wrong side?
            {
               specularReflection = float3(0.0, 0.0, 0.0); 
                  // no specular reflection
            }
            else // light source on the right side
            {
               specularReflection = attenuation * _LightColor0.rgb 
                  * _SpecColor.rgb * (1.0 - textureColor.a) 
                     // for usual gloss maps: "... * textureColor.a" 
                  * pow(max(0.0, dot(
                  reflect(-lightDirection, normalDirection), 
                  viewDirection)), _Shininess);
            }

            return float4(ambientLighting + diffuseReflection 
               + specularReflection, 1.0);
         }

         ENDCG
      }

      Pass {    
         Tags { "LightMode" = "ForwardAdd" } 
            // pass for additional light sources
         Blend One One // additive blending 

          CGPROGRAM

         #pragma vertex vert  
         #pragma fragment frag 

         #include "UnityCG.cginc"
         uniform float4 _LightColor0; 
            // color of light source (from "Lighting.cginc")

         // User-specified properties
         uniform sampler2D _MainTex;    
         uniform float4 _Color; 
         uniform float4 _SpecColor; 
         uniform float _Shininess;

        struct vertexInput {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
            float4 texcoord : TEXCOORD0;
        };
         struct vertexOutput {
            float4 pos : SV_POSITION;
            float4 posWorld : TEXCOORD0;
            float3 normalDir : TEXCOORD1;
            float4 tex : TEXCOORD2;
        };

         vertexOutput vert(vertexInput input) 
         {
            vertexOutput output;

            float4x4 modelMatrix = unity_ObjectToWorld;
            float4x4 modelMatrixInverse = unity_WorldToObject;

            output.posWorld = mul(modelMatrix, input.vertex);
            output.normalDir = normalize(
               mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);
            output.tex = input.texcoord;
            output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
            return output;
         }

         float4 frag(vertexOutput input) : COLOR
         {
            float3 normalDirection = normalize(input.normalDir);

            float3 viewDirection = normalize(
               _WorldSpaceCameraPos - input.posWorld.xyz);
            float3 lightDirection;
            float attenuation;

            float4 textureColor = tex2D(_MainTex, input.tex.xy);

            if (0.0 == _WorldSpaceLightPos0.w) // directional light?
            {
               attenuation = 1.0; // no attenuation
               lightDirection = 
                  normalize(_WorldSpaceLightPos0.xyz);
            } 
            else // point or spot light
            {
               float3 vertexToLightSource = 
                  _WorldSpaceLightPos0.xyz - input.posWorld.xyz;
               float distance = length(vertexToLightSource);
               attenuation = 1.0 / distance; // linear attenuation 
               lightDirection = normalize(vertexToLightSource);
            }

            float3 diffuseReflection = textureColor.rgb  
               * attenuation * _LightColor0.rgb * _Color.rgb
               * max(0.0, dot(normalDirection, lightDirection));

            float3 specularReflection;
            if (dot(normalDirection, lightDirection) < 0.0) 
               // light source on the wrong side?
            {
               specularReflection = float3(0.0, 0.0, 0.0); 
                  // no specular reflection
            }
            else // light source on the right side
            {
               specularReflection = attenuation * _LightColor0.rgb 
                  * _SpecColor.rgb * (1.0 - textureColor.a) 
                     // for usual gloss maps: "... * textureColor.a" 
                  * pow(max(0.0, dot(
                  reflect(-lightDirection, normalDirection), 
                  viewDirection)), _Shininess);
            }

            return float4(diffuseReflection 
               + specularReflection, 1.0);
               // no ambient lighting in this pass
         }

         ENDCG
      }
   }
   Fallback "Specular"
}
  _MainTex ("RGBA Texture For Material Color", 2D) = "white" {} 
  _Color ("Diffuse Material Color", Color) = (1,1,1,1) 
  _SpecColor ("Specular Material Color", Color) = (1,1,1,1) 
  _Shininess ("Shininess", Float) = 10
 uniform sampler2D _MainTex; 
 uniform float4 _Color; 
 uniform float4 _SpecColor; 
 uniform float _Shininess;