欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页

Unity3D-UGUI特效之Image的高斯模糊效果

程序员文章站 2022-07-12 23:30:33
...

这几天研究了下模糊特效,看了很多文章,其原理就是拿取图片或屏幕数据,然后将周围的元素和目标位置的颜色值进行一个融合计算,然后自己写了一个小小的测试程序。

这个模糊也可以分成两种,一个是自身模糊,一个是从屏幕上取值进行模糊。第一个用于一些小的列表展示,比如未解锁时,是模糊的。第二个是凸显弹框效果的,将背景都模糊掉,自己将这个稍微加强了些可以指定模糊一个位置。

针对移动平台,使用高斯模糊,其实效率不是很高,如果要很好的效果,那么速度卡;如果要速度快,那么效果达不到要求。但是还是在这里记录下,兴许以后能用上。

先说第一个,挂在Image下的模糊特效。

Shader "Custom/FrontBlur" {
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Tint", Color) = (1,1,1,1)
		
		[HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
		[HideInInspector]_Stencil ("Stencil ID", Float) = 0
		[HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
		[HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
		[HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255

		[HideInInspector]_ColorMask ("Color Mask", Float) = 15

		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
		
		_Size ("Size", Range(0, 50)) = 5
	}

	SubShader
	{
		Tags
		{ 
			"Queue"="Transparent" 
			"IgnoreProjector"="True" 
			"RenderType"="Transparent" 
			"PreviewType"="Plane"
			"CanUseSpriteAtlas"="True"
		}
		
		Stencil
		{
			Ref [_Stencil]
			Comp [_StencilComp]
			Pass [_StencilOp] 
			ReadMask [_StencilReadMask]
			WriteMask [_StencilWriteMask]
		}

		Cull Off
		Lighting Off
		ZWrite Off
		ZTest [unity_GUIZTestMode]
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask [_ColorMask]

		Pass
		{
			Name "FrontBlurHor"
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"

			#pragma multi_compile __ UNITY_UI_ALPHACLIP
			
			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				float2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
				UNITY_VERTEX_OUTPUT_STEREO
			};
			
			fixed4 _Color;
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;

			v2f vert(appdata_t IN)
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				OUT.worldPosition = IN.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = IN.texcoord;
				
				OUT.color = IN.color * _Color;
				return OUT;
			}

			sampler2D _MainTex;
			float4 _MainTex_TexelSize;
			float _Size;

			half4 GrabPixel(v2f i, float weight, float kernelx){
				if (_Size <= 1 || weight == 0){
					return tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size, i.texcoord.y)) * weight;
				}else{
					half4 sum = half4(0,0,0,0);
					sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*0.2, i.texcoord.y))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*0.4, i.texcoord.y))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*0.6, i.texcoord.y))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*0.8, i.texcoord.y))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x + _MainTex_TexelSize.x*kernelx*_Size*1.0, i.texcoord.y))*0.2;
					return (sum + _TextureSampleAdd) * weight;
				}
			}

			half4 GrabPixely(v2f i, float weight, float kernely){
				if (_Size <= 1 || weight == 0){
					return tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size)) * weight;
				}else{
					half4 sum = half4(0,0,0,0);
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.2))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.4))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.6))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.8))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*1.0))*0.2;
					return (sum + _TextureSampleAdd) * weight;
				}
			}

			fixed4 frag(v2f IN) : SV_Target
			{
				half4 sum = half4(0,0,0,0);
				// #define GRABPIXEL(weight, kernelx) (tex2D(_MainTex, half2(IN.texcoord.x + _MainTex_TexelSize.x * kernelx*_Size, IN.texcoord.y)) + _TextureSampleAdd) * weight
				
				// sum += GrabPixel(IN, 0.05, -4.0);
				// sum += GrabPixel(IN, 0.09, -3.0);
				// sum += GrabPixel(IN, 0.12, -2.0);
				// sum += GrabPixel(IN, 0.15, -1.0);
				// sum += GrabPixel(IN, 0.18,  0.0);
				// sum += GrabPixel(IN, 0.15, +1.0);
				// sum += GrabPixel(IN, 0.12, +2.0);
				// sum += GrabPixel(IN, 0.09, +3.0);
				// sum += GrabPixel(IN, 0.05, +4.0);

				for(int i=0;i<9;i++){
					sum += GrabPixel(IN, 1.0/9, i-4.0);
				}

				// half4 sumy = half4(0,0,0,0);
				// for(int i=0;i<15;i++){
				// 	sumy += GrabPixely(IN, 1.0/15, i-7.0);
				// }
				// half4 sum = (sumx + sumy) * 0.5;

				// sum += GrabPixel(IN, 0.01, -9.0);
				// sum += GrabPixel(IN, 0.02, -8.0);
				// sum += GrabPixel(IN, 0.03, -7.0);
				// sum += GrabPixel(IN, 0.04, -6.0);
				// sum += GrabPixel(IN, 0.05, -5.0);
				// sum += GrabPixel(IN, 0.06, -4.0);
				// sum += GrabPixel(IN, 0.07, -3.0);
				// sum += GrabPixel(IN, 0.08, -2.0);
				// sum += GrabPixel(IN, 0.09, -1.0);
				// sum += GrabPixel(IN, 0.10,  0.0);
				// sum += GrabPixel(IN, 0.09, +1.0);
				// sum += GrabPixel(IN, 0.08, +2.0);
				// sum += GrabPixel(IN, 0.07, +3.0);
				// sum += GrabPixel(IN, 0.06, +4.0);
				// sum += GrabPixel(IN, 0.05, +5.0);
				// sum += GrabPixel(IN, 0.04, +6.0);
				// sum += GrabPixel(IN, 0.03, +7.0);
				// sum += GrabPixel(IN, 0.02, +8.0);
				// sum += GrabPixel(IN, 0.01, +9.0);

				sum = sum * IN.color;
				sum.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				#ifdef UNITY_UI_ALPHACLIP
				clip (sum.a - 0.001);
				#endif
				return sum;

				// float distance = _Distance;

				// fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

				// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
				// color /= 9;
				
				// color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				
				// #ifdef UNITY_UI_ALPHACLIP
				// clip (color.a - 0.001);
				// #endif

				// return color;
			}
		ENDCG
		}
		Pass
		{
			Name "FrontBlurVer"
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"

			#pragma multi_compile __ UNITY_UI_ALPHACLIP
			
			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				float2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
				UNITY_VERTEX_OUTPUT_STEREO
			};
			
			fixed4 _Color;
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;

			v2f vert(appdata_t IN)
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				OUT.worldPosition = IN.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = IN.texcoord;
				
				OUT.color = IN.color * _Color;
				return OUT;
			}

			sampler2D _MainTex;
			float4 _MainTex_TexelSize;
			float _Size;

			half4 GrabPixel(v2f i, float weight, float kernely){
				if (_Size <= 1 || weight == 0){
					return tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size)) * weight;
				}else{
					half4 sum = half4(0,0,0,0);
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.2))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.4))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.6))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*0.8))*0.2;
					sum += tex2D(_MainTex, half2(i.texcoord.x, i.texcoord.y + _MainTex_TexelSize.y*kernely*_Size*1.0))*0.2;
					return (sum + _TextureSampleAdd) * weight;
				}
			}

			fixed4 frag(v2f IN) : SV_Target
			{
				half4 sum = half4(0,0,0,0);  
				// #define GRABPIXEL(weight, kernely) (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + _MainTex_TexelSize.y * kernely*_Size)) + _TextureSampleAdd) * weight
				
				// sum += GrabPixel(IN, 0.05, -4.0);
				// sum += GrabPixel(IN, 0.09, -3.0);
				// sum += GrabPixel(IN, 0.12, -2.0);
				// sum += GrabPixel(IN, 0.15, -1.0);
				// sum += GrabPixel(IN, 0.18,  0.0);
				// sum += GrabPixel(IN, 0.15, +1.0);
				// sum += GrabPixel(IN, 0.12, +2.0);
				// sum += GrabPixel(IN, 0.09, +3.0);
				// sum += GrabPixel(IN, 0.05, +4.0);

				for(int i=0;i<9;i++){
					sum += GrabPixel(IN, 1.0/9, i-4.0);
				}

				// sum += GrabPixel(IN, 0.01, -9.0);
				// sum += GrabPixel(IN, 0.02, -8.0);
				// sum += GrabPixel(IN, 0.03, -7.0);
				// sum += GrabPixel(IN, 0.04, -6.0);
				// sum += GrabPixel(IN, 0.05, -5.0);
				// sum += GrabPixel(IN, 0.06, -4.0);
				// sum += GrabPixel(IN, 0.07, -3.0);
				// sum += GrabPixel(IN, 0.08, -2.0);
				// sum += GrabPixel(IN, 0.09, -1.0);
				// sum += GrabPixel(IN, 0.10,  0.0);
				// sum += GrabPixel(IN, 0.09, +1.0);
				// sum += GrabPixel(IN, 0.08, +2.0);
				// sum += GrabPixel(IN, 0.07, +3.0);
				// sum += GrabPixel(IN, 0.06, +4.0);
				// sum += GrabPixel(IN, 0.05, +5.0);
				// sum += GrabPixel(IN, 0.04, +6.0);
				// sum += GrabPixel(IN, 0.03, +7.0);
				// sum += GrabPixel(IN, 0.02, +8.0);
				// sum += GrabPixel(IN, 0.01, +9.0);

				sum = sum * IN.color;
				sum.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				#ifdef UNITY_UI_ALPHACLIP
				clip (sum.a - 0.001);
				#endif
				return sum;

				// float distance = _Distance;

				// fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

				// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x + distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y - distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x - distance, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
				// color += (tex2D(_MainTex, half2(IN.texcoord.x, IN.texcoord.y + distance)) + _TextureSampleAdd) * IN.color;
				// color /= 9;
				
				// color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				
				// #ifdef UNITY_UI_ALPHACLIP
				// clip (color.a - 0.001);
				// #endif

				// return color;
			}
		ENDCG
		}
	}
}
里面分了两个Pass来计算,这样算出的效果会好很多,然后里面试了跟多的计算,越多的分层,那么得到的效果也越高,也意味着更加的不流畅。将shader放到一个新建的材质球上,然后把材质拖到Image组件的Material属性栏上就可以了。

Unity3D-UGUI特效之Image的高斯模糊效果

看看效果:

Unity3D-UGUI特效之Image的高斯模糊效果

Unity3D-UGUI特效之Image的高斯模糊效果

然后说第二个方式,它是将背景都给模糊的效果。

Shader "Custom/BackBlur"
{
	Properties
	{
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
		_Color ("Main Color", Color) = (1,1,1,1)
        _Size ("Size", Range(0, 20)) = 1
	}
	Category {  
  
        // We must be transparent, so other objects are drawn before this one.  
        Tags { 
			"Queue"="Transparent" 
			"IgnoreProjector"="True" 
			"RenderType"="Transparent"
			"PreviewType" = "Plane"
			"CanUseSpriteAtlas" = "True"
		}  
  
  
        SubShader {  
  
            // Horizontal blur  
            GrabPass {                      
                Tags { "LightMode" = "Always" }  
            }  
            Pass {
                Tags { "LightMode" = "Always" }  

                Name "BackBlurHor"
                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;
					float4 color    : COLOR;
                };  
  
                struct v2f {  
                    float4 vertex : POSITION;  
                    float4 uvgrab : TEXCOORD0;
					float4 color    : COLOR;
                };
  
                v2f vert (appdata_t v) {  
                    v2f o; 
                    o.vertex = UnityObjectToClipPos(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.color = v.color;
                    return o;  
                }  
  
                sampler2D _GrabTexture;  
                float4 _GrabTexture_TexelSize;
			    float4 _MainTex_TexelSize;
                float _Size;
                uniform float4 _Color;

                // static float GaussianKernel[9] = {
                //     0.05, 0.09, 0.12,
                //     0.15, 0.18, 0.15,
                //     0.12, 0.09, 0.05
                // };

                // static float GaussianKernel[19] = {
                //     0.01, 0.02, 0.03, 0.04, 0.05, 0.06, 0.07, 0.08, 0.09,
                //     0.1,
                //     0.09, 0.08, 0.07, 0.06, 0.05, 0.04, 0.03, 0.02, 0.01,
                // };
                // static float GaussianKernelD[19] = {
                //     -9.0, -8.0, -7.0, -6.0, -5.0, -4.0, -3.0, -2.0, -1.0,
                //     0.0,
                //     +1.0, +2.0, +3.0, +4.0, +5.0, +6.0, +7.0, +8.0, +9.0,
                // };

                half4 GrabPixel(v2f i, float weight, float kernelx){
                    if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
                        kernelx = 0;
                    }
                    return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x*kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight;
                }
                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(i, 0.05, -4.0);
                    sum += GrabPixel(i, 0.09, -3.0);
                    sum += GrabPixel(i, 0.12, -2.0);
                    sum += GrabPixel(i, 0.15, -1.0);
                    sum += GrabPixel(i, 0.18,  0.0);
                    sum += GrabPixel(i, 0.15, +1.0);
                    sum += GrabPixel(i, 0.12, +2.0);
                    sum += GrabPixel(i, 0.09, +3.0);
                    sum += GrabPixel(i, 0.05, +4.0);

                    // sum += GrabPixel(i, 0.01, -9.0);
                    // sum += GrabPixel(i, 0.02, -8.0);
                    // sum += GrabPixel(i, 0.03, -7.0);
                    // sum += GrabPixel(i, 0.04, -6.0);
                    // sum += GrabPixel(i, 0.05, -5.0);
                    // sum += GrabPixel(i, 0.06, -4.0);
                    // sum += GrabPixel(i, 0.07, -3.0);
                    // sum += GrabPixel(i, 0.08, -2.0);
                    // sum += GrabPixel(i, 0.09, -1.0);
                    // sum += GrabPixel(i, 0.10,  0.0);
                    // sum += GrabPixel(i, 0.09, +1.0);
                    // sum += GrabPixel(i, 0.08, +2.0);
                    // sum += GrabPixel(i, 0.07, +3.0);
                    // sum += GrabPixel(i, 0.06, +4.0);
                    // sum += GrabPixel(i, 0.05, +5.0);
                    // sum += GrabPixel(i, 0.04, +6.0);
                    // sum += GrabPixel(i, 0.03, +7.0);
                    // sum += GrabPixel(i, 0.02, +8.0);
                    // sum += GrabPixel(i, 0.01, +9.0);

                    float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
					float decayFactor = 1.0f;
					if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
						decayFactor = 0;
					}
					sum = lerp(col5, sum, decayFactor) * i.color * _Color;
  
                    return sum;  
                }  
                ENDCG  
            }  
            // Vertical blur  
            GrabPass {                          
                Tags { "LightMode" = "Always" }  
            }  
            Pass {  
                Tags { "LightMode" = "Always" }

                Name "BackBlurVer"
                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;  
					float4 color    : COLOR;
                };  
  
                struct v2f {  
                    float4 vertex : POSITION;  
                    float4 uvgrab : TEXCOORD0;  
					float4 color    : COLOR;
                };  
  
                v2f vert (appdata_t v) {  
                    v2f o;  
                    o.vertex = UnityObjectToClipPos(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.color = v.color;
                    return o;  
                }  
  
                sampler2D _GrabTexture;  
                float4 _GrabTexture_TexelSize;  
                float _Size;
                uniform float4 _Color;

                half4 GrabPixel(v2f i, float weight, float kernely){
                    if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
                        kernely = 0;
                    }
                    return tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y*kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight;
                }
  
                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(i, 0.05, -4.0);
                    sum += GrabPixel(i, 0.09, -3.0);
                    sum += GrabPixel(i, 0.12, -2.0);
                    sum += GrabPixel(i, 0.15, -1.0);
                    sum += GrabPixel(i, 0.18,  0.0);
                    sum += GrabPixel(i, 0.15, +1.0);
                    sum += GrabPixel(i, 0.12, +2.0);
                    sum += GrabPixel(i, 0.09, +3.0);
                    sum += GrabPixel(i, 0.05, +4.0);

                    // sum += GrabPixel(i, 0.01, -9.0);
                    // sum += GrabPixel(i, 0.02, -8.0);
                    // sum += GrabPixel(i, 0.03, -7.0);
                    // sum += GrabPixel(i, 0.04, -6.0);
                    // sum += GrabPixel(i, 0.05, -5.0);
                    // sum += GrabPixel(i, 0.06, -4.0);
                    // sum += GrabPixel(i, 0.07, -3.0);
                    // sum += GrabPixel(i, 0.08, -2.0);
                    // sum += GrabPixel(i, 0.09, -1.0);
                    // sum += GrabPixel(i, 0.10,  0.0);
                    // sum += GrabPixel(i, 0.09, +1.0);
                    // sum += GrabPixel(i, 0.08, +2.0);
                    // sum += GrabPixel(i, 0.07, +3.0);
                    // sum += GrabPixel(i, 0.06, +4.0);
                    // sum += GrabPixel(i, 0.05, +5.0);
                    // sum += GrabPixel(i, 0.04, +6.0);
                    // sum += GrabPixel(i, 0.03, +7.0);
                    // sum += GrabPixel(i, 0.02, +8.0);
                    // sum += GrabPixel(i, 0.01, +9.0);

					float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
					float decayFactor = 1.0f;
					if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
						decayFactor = 0;
					}
					sum = lerp(col5, sum, decayFactor) * i.color * _Color;
  
                    return sum;  
                }  
                ENDCG  
            }
        }  
    } 
}
计算是一样的,不过这个相对来说要慢,毕竟是将整个屏幕那来计算的,肯定会慢很多。用法也一样,shader放到一个新建的材质球上,然后将材质球拖到一个Image组件的Material属性栏中即可,这里你可以调整Image的宽高,这样可以指定模糊那一块区域了。

看效果:

Unity3D-UGUI特效之Image的高斯模糊效果

然后我移动和调整宽高之后:

Unity3D-UGUI特效之Image的高斯模糊效果
当然也可以调成整屏模糊:




Unity3D-UGUI特效之Image的高斯模糊效果