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见这篇文章Unity Shader-深度相关知识总结与效果实现#xff08;LinearDepth#xff0c;Reverse Z#xff0c;世界坐标重建#xff0c;软粒子#xff0c;高度雾#xff0c;运动模糊#xff0c;扫描线效果#xff09;_puppet_master的专栏-CSDN博客_shader深度… 实现原理
见这篇文章Unity Shader-深度相关知识总结与效果实现LinearDepthReverse Z世界坐标重建软粒子高度雾运动模糊扫描线效果_puppet_master的专栏-CSDN博客_shader深度 核心Shader代码
Shader Universal Render Pipeline/Dejavu/MotionBlur
{Properties{_MainTex(Base (RGB), 2D) white {}[HDR]_ScanLineColor(_ScanLineColor (default 1,1,1,1), color) (1,1,1,1)}HLSLINCLUDE
#include Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlslCBUFFER_START(UnityPerMaterial)float4 _MainTex_ST;float4x4 _InverseVPMatrix;float4x4 _PreInverseVPMatrix;float _BlurStrength;float3 _BlurWeight;CBUFFER_ENDsampler2D _MainTex;TEXTURE2D(_CameraDepthTexture);SAMPLER(sampler_CameraDepthTexture);struct appdata {float4 positionOS : POSITION;float2 uv : TEXCOORD0;UNITY_VERTEX_INPUT_INSTANCE_ID};struct v2f {float4 positionCS : SV_POSITION;float2 uv : TEXCOORD0;float3 viewRayWorld : TEXCOORD1;float3 viewRayWorldPre : TEXCOORD2;UNITY_VERTEX_OUTPUT_STEREO};//vertex shaderv2f vert(appdata v){v2f o;UNITY_SETUP_INSTANCE_ID(v);UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);o.positionCS TransformObjectToHClip(v.positionOS.xyz);float sceneRawDepth 1;float4 ndc float4(v.uv.x * 2 - 1, v.uv.y * 2 - 1, sceneRawDepth * 2 - 1, 1);float4 worldPos mul(_InverseVPMatrix, ndc);worldPos / worldPos.w;o.viewRayWorld worldPos.xyz - _WorldSpaceCameraPos.xyz;worldPos mul(_PreInverseVPMatrix, ndc);worldPos / worldPos.w;o.viewRayWorldPre worldPos.xyz - _WorldSpaceCameraPos.xyz;o.uv v.uv;return o;}//fragment shaderfloat4 frag(v2f i) : SV_Target{float sceneRawDepth SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv);float linear01Depth Linear01Depth(sceneRawDepth, _ZBufferParams);float3 worldPos _WorldSpaceCameraPos.xyz (linear01Depth)*i.viewRayWorld;float3 worldPosPre _WorldSpaceCameraPos.xyz (linear01Depth)*i.viewRayWorldPre;float2 velocity (worldPos - worldPosPre).xy * _BlurStrength;float4 screenTex tex2D(_MainTex, i.uv);screenTex tex2D(_MainTex, i.uv velocity * 1.0) * _BlurWeight.x;screenTex tex2D(_MainTex, i.uv velocity * 2.0) * _BlurWeight.y;screenTex tex2D(_MainTex, i.uv velocity * 3.0) * _BlurWeight.z;screenTex / (1.0 _BlurWeight.x _BlurWeight.y _BlurWeight.z);return screenTex;}ENDHLSL//开始SubShaderSubShader{//Tags {RenderType Opaque RenderPipeline UniversalPipeline}Tags{ RenderPipeline UniversalPipeline RenderType Overlay Queue Transparent-499 DisableBatching True }LOD 100ZTest Always Cull Off ZWrite OffBlend one zeroPass{Name ReconstructPositionByRay//后处理效果一般都是这几个状态//使用上面定义的vertex和fragment shaderHLSLPROGRAM#pragma vertex vert#pragma fragment fragENDHLSL}}//后处理效果一般不给fallback如果不支持不显示后处理即可
}实现效果 工程链接
GitHub - Dejavu0709/StudyForShader 中的MotionBlur文件夹