场景渲染完以后再添加一些特效 模糊:将一个像素周围的几个像素求平均(一般区周围4个点的像素))
引擎渲染后最终的结果是一张图片 void OnRenderImage(RenderTexture src, RenderTexture dest) //入口函数 Graphics.Blit(src,dest,myMaterial);——拦截相机渲染出来的图片,用指定方式修改后再重新交给引擎
将图片传给Shader进行二次计算 C#核心函数
private void OnRenderImage(RenderTexture src, RenderTexture dest) { Graphics.Blit(src,dest,myMaterial); //src 摄像机输入,dest指定材质球处理之后的输出图片 //myMaterial 指定的材质球 }Shader部分代码:
Shader "Hidden/GaoSi" { Properties { _MainTex ("Texture", 2D) = "white" {} _Ambient("Ambient",float)=0.001 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float _Ambient; fixed4 frag (v2f i) : SV_Target { float2 tmpUV=i.uv; fixed4 col0 = tex2D(_MainTex, tmpUV+float2(-_Ambient,0)); fixed4 col1 = tex2D(_MainTex, tmpUV+float2(0,-_Ambient)); fixed4 col2 = tex2D(_MainTex, tmpUV+float2(0,_Ambient)); fixed4 col3 = tex2D(_MainTex, tmpUV+float2(_Ambient,0)); fixed4 col4 = tex2D(_MainTex, tmpUV); fixed4 col=(col0+col1+col2+col3+col4)/5; //周围五个点求平均 // just invert the colors //col.rgb = 1 - col.rgb; return col; } ENDCG } } }