ShaderLab實現Vignette過場動畫效果

實現Vignette過場動畫效果

postprocessing中有漸暈效果(Vignette),鏡頭可以由邊緣往中間慢慢變黑;

但是我打包WebGL的時候提示我postprocessing,GPU不支持…

so,用shaderlab實現了簡單的效果,如果需要邊緣模糊,就根據距離做透明度插值;

以下是效果展示:

PostEffectsBase

提供公共方法,所有的postprocess後期效果都繼承該類;

Start方法中檢查設備是否支持後期效果;

CheckShaderAndCreateMaterial方法檢測是否支持shader,支持則創建並返回該shader的對應材質;

[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {

	// Called when start
	protected void CheckResources() {
		bool isSupported = CheckSupport();
		
		if (isSupported == false) {
			NotSupported();
		}
	}

	// Called in CheckResources to check support on this platform
	protected bool CheckSupport() {
		if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) {
			Debug.LogWarning("This platform does not support image effects or render textures.");
			return false;
		}
		
		return true;
	}

	// Called when the platform doesn't support this effect
	protected void NotSupported() {
		enabled = false;
	}
	
	protected virtual void Start() {
		CheckResources();
	}

	// Called when need to create the material used by this effect
	protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) {
		if (shader == null) {
			return null;
		}
		
		if (shader.isSupported && material && material.shader == shader)
			return material;
		
		if (!shader.isSupported) {
			return null;
		}
		else {
			material = new Material(shader);
			material.hideFlags = HideFlags.DontSave;
			if (material)
				return material;
			else 
				return null;
		}
	}
}

MyVignette

根據屏幕大小,在shader的着色階段,判斷片元離屏幕中心距離和預設的半徑比較,超過的全部設置成黑色(或其他);

預設半徑最大值為屏幕對角線的一半;

Unity屏幕(0,0)點左下角;

溫馨提示:如果要同時覆蓋UI,canvas的模式不能是overlay,必須改成Camera,同時UI相機要為該腳本掛載的相機;

OnRenderImage(RenderTexture source, RenderTexture destination)

該方法為MonoBehaviour生命周期,會將屏幕渲染結果source返回,函數結束會將destination顯示在屏幕上;

Graphics.Blit(source, destination, material,pass)

將source經過材質material處理後,返回destination;

pass默認為-1,計算所有pass;否則只調用索引值;

public class MyVignette : PostEffectsBase
{
    public Shader vignetteShader;
    private Material vignetteMaterial;
    [Range(0, 1)] public float radio = 1;
    public Color circleColor = Color.black;
    public Vector2 screenSize;

    protected override void Start()
    {
        base.Start();
        screenSize = FindObjectOfType<CanvasScaler>().referenceResolution;
        material.SetColor("_Color", circleColor);
        //計算屏幕對角線一半的長度
        float temp = Mathf.Sqrt(screenSize.x * screenSize.x + screenSize.y * screenSize.y)/2;
        material.SetFloat("_ScreenSize", temp);
        material.SetVector("_CenterPos", screenSize/2);
    }

    public Material material
    {
        get {
            vignetteMaterial = CheckShaderAndCreateMaterial(vignetteShader, vignetteMaterial);
            return vignetteMaterial;
        }
    }

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (material != null)
        {
            material.SetFloat("_Radio", radio);

            Graphics.Blit(source, destination, material);
        }
        else
            Graphics.Blit(source, destination);
    }

}

VignetteShader

_MainTex 接收屏幕紋理

_Radio 接收半徑變動

在MyVignette類中給Shader屬性賦值,所以其實Properties中可以不用寫(不用在材質中看這些值),直接pass中聲明;

Shader "VignetteShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Radio("Radio",Range(0,1.0)) = 1.0
        _ScreenSize("ScreenSize",Float) = 735
        _CenterPos("CenterPos",vector) = (640,360,1)
        _Color("CircleColor",Color) = (0,0,0,1) 
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        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;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _Radio;
            fixed _ScreenSize;
            float4 _CenterPos;
            float4 _Color;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
				
                //減少開方操作
                float temp = (i.vertex.x - _CenterPos.x)* (i.vertex.x - _CenterPos.x)+(i.vertex.y-_CenterPos.y)*(i.vertex.y-_CenterPos.y);
               _ScreenSize = _ScreenSize*_Radio;
               if(temp>_ScreenSize*_ScreenSize)
                    col = _Color;

                return col;
            }
            ENDCG
        }
    }
}

使用

主相機上掛在MyVigentte腳本,給MyVigentte參數賦值,將VignetteShader拖到MyVigentte中shader變量;

通過CanvasScaler獲取屏幕寬高,Canvas的RenderMode設置成Screen Space-Camera;

代碼修改MyVignette中Radio的值,就可以實現圓鏡頭效果;

Tags: