添加模糊特效,添加3DUI逻辑

This commit is contained in:
李浩 2025-05-07 09:18:05 +08:00
parent 2a4f043fb3
commit 98f5e8486c
29 changed files with 280 additions and 961 deletions

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@ -51,7 +51,7 @@ Shader "Unlit URP Shader/Bur"
Varyings o = (Varyings)0; Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz); o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap); o.uv = v.uv;//TRANSFORM_TEX(v.uv, _BaseMap);
o.Wpos = TransformObjectToWorld(v.positionOS); o.Wpos = TransformObjectToWorld(v.positionOS);
o.Wnormal=TransformObjectToWorldNormal(v.normal); o.Wnormal=TransformObjectToWorldNormal(v.normal);
@ -62,7 +62,7 @@ Shader "Unlit URP Shader/Bur"
{ {
float2 offset=_MainTex_TexelSize.xy; float2 offset=_MainTex_TexelSize.xy;
half4 c; half4 c;
float2 uv=i.positionCS.xy/_ScreenParams.xy*2; float2 uv=i.uv;//i.positionCS.xy/_ScreenParams.xy*2;
half4 baseMap = 0.4*SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex,uv); half4 baseMap = 0.4*SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex,uv);
c = baseMap ;//* _BaseColor; c = baseMap ;//* _BaseColor;
{ {
@ -83,7 +83,7 @@ Shader "Unlit URP Shader/Bur"
float2 offset=_MainTex_TexelSize.xy; float2 offset=_MainTex_TexelSize.xy;
half4 c=half4(0,0,0,0); half4 c=half4(0,0,0,0);
float2 uv=i.positionCS.xy/_ScreenParams.xy*2; float2 uv=i.uv;//i.positionCS.xy/_ScreenParams.xy*2;
//c = baseMap ;//* _BaseColor; //c = baseMap ;//* _BaseColor;
{ {
float f=0.4; float f=0.4;

View File

@ -46,7 +46,7 @@ public class BurRenderPassFeature : ScriptableRendererFeature
cmd.GetTemporaryRT(BurTexture, dp); cmd.GetTemporaryRT(BurTexture, dp);
//cmd.DisableShaderKeyword("UNITY_SHADER_EDITOR"); //cmd.DisableShaderKeyword("UNITY_SHADER_EDITOR");
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,BurTemp); cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,BurTemp);
//mat.SetFloat("_Value",Value); // mat.SetFloat("_Value",3);
cmd.SetGlobalVector("HorV",H); cmd.SetGlobalVector("HorV",H);
//cmd.SetRenderTarget(BurTexture); //cmd.SetRenderTarget(BurTexture);
//cmd.ClearRenderTarget(false,true,Color.black); //cmd.ClearRenderTarget(false,true,Color.black);
@ -55,8 +55,8 @@ public class BurRenderPassFeature : ScriptableRendererFeature
cmd.Blit(BurTexture,BurTemp,mat,0); cmd.Blit(BurTexture,BurTemp,mat,0);
cmd.Blit(BurTemp,BurTexture,mat,1); cmd.Blit(BurTemp,BurTexture,mat,1);
cmd.Blit(BurTexture,BurTemp,mat,1); cmd.Blit(BurTexture,BurTemp,mat,1);
cmd.Blit(BurTemp,BurTexture,mat,1); cmd.Blit(BurTemp,renderingData.cameraData.renderer.cameraColorTarget,mat,1);
cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget); //cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget);
cmd.ReleaseTemporaryRT(BurTemp); cmd.ReleaseTemporaryRT(BurTemp);
cmd.ReleaseTemporaryRT(BurTexture); cmd.ReleaseTemporaryRT(BurTexture);
@ -91,20 +91,20 @@ public class BurRenderPassFeature : ScriptableRendererFeature
// This method is called when setting up the renderer once per-camera. // This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{ {
if (renderingData.cameraData.camera.cameraType != CameraType.SceneView) // if (renderingData.cameraData.camera.cameraType != CameraType.SceneView)
{ // {
m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents; // m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
Shader.EnableKeyword("UNITY_SHADER_EDITOR"); // Shader.EnableKeyword("UNITY_SHADER_EDITOR");
} // }
else // else
{ // {
m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
Shader.DisableKeyword("UNITY_SHADER_EDITOR"); // Shader.DisableKeyword("UNITY_SHADER_EDITOR");
} // }
m_ScriptablePass.Value = Value; m_ScriptablePass.Value = Value;
if (renderingData.cameraData.camera.cameraType != CameraType.SceneView &&( //if (renderingData.cameraData.camera.cameraType != CameraType.SceneView &&(
renderingData.cameraData.camera.name == "camera1" || renderingData.cameraData.camera.name == "camera2")) // renderingData.cameraData.camera.name == "camera1" || renderingData.cameraData.camera.name == "camera2"))
{ {
renderer.EnqueuePass(m_ScriptablePass); renderer.EnqueuePass(m_ScriptablePass);
} }

View File

@ -1,91 +0,0 @@
Shader "UI/UIBlur"
{
Properties
{
[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
// 模板测试属性 和 ColorMask 一般不控制,所以在属性面板上隐藏
[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
}
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
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ UNITY_UI_ALPHACLIP
#pragma multi_compile _ UNITY_SHADER_EDITOR
#include "UnityUI.cginc"
#include "UnityCG.cginc"
fixed4 _TextureSampleAdd; // Unity管理图片格式用Alpha8
float4 _ClipRect;// Unity管理2D剪裁使用
sampler2D _MainTex;
sampler2D _BurTexture;
struct a2v{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(a2v IN){
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);// 实例化处理
OUT.vertex = UnityObjectToClipPos(IN.vertex);// 模型空间到裁剪空间
OUT.color = IN.color;
OUT.texcoord = IN.texcoord;
return OUT;
}
fixed4 frag(v2f IN):SV_Target{
// 直接读取纹理颜色 并且乘上 ImageColor
//half4 color = tex2D(_MainTex,IN.texcoord) ;//* IN.color;
float2 uv=IN.vertex.xy/_ScreenParams.xy;
//#ifndef UNITY_SHADER_EDITOR
//uv=float2(uv.x,1-uv.y);
//#endif
IN.texcoord=float2(IN.texcoord.x,1-IN.texcoord.y);
half4 brackground = tex2D(_BurTexture,IN.texcoord);//* IN.color;
//float alpha= color.a*IN.color.a;
//color.rgb=color.rgb*alpha+brackground.rgb*(1-alpha);
//alpha=smoothstep(0,0.2,color.a);
return float4(brackground.rgb,1);
}
ENDCG
}
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@ -1,95 +0,0 @@
Shader "Unlit URP Shader/sampbur"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_BaseMap("BaseMap", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
Tags {"LightMode" = "UniversalForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受主光源阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //投射主光源的阴影
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#pragma multi_compile _ _ADDITIONAL_LIGHTS //附加光源
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 Wnormal : TEXCOORD1;
float3 Wpos:TEXCOORD2;
};
CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _BaseMap_ST;
CBUFFER_END
TEXTURE2D (_BurTexture);SAMPLER(sampler_BurTexture);
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
o.Wpos = TransformObjectToWorld(v.positionOS);
o.Wnormal=TransformObjectToWorldNormal(v.normal);
return o;
}
half4 frag(Varyings i) : SV_Target
{
float3 N=normalize(i.Wnormal);
float3 V=normalize(_WorldSpaceCameraPos.xyz-i.Wpos.xyz);
float2 uv=i.positionCS.xy/_ScreenParams.xy;
half4 c;
half4 baseMap = SAMPLE_TEXTURE2D(_BurTexture, sampler_BurTexture, uv);
c = baseMap * _BaseColor;
//c.rgb = MixFog(c.rgb, i.fogCoord);
//float _Me=0.6;//干净的透明玻璃漫反射少,所以金属度直接拉满
//间接高光和漫反射
// float aa=1;
// BRDFData brdfData;
// InitializeBRDFData(c,_Me,1,1,aa, brdfData);
// half3 ambient_contrib = SampleSH(float4(N, 1));
// float3 ambient = 0.3 * c;// 随便乘个暗的系数
// float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib);
// float3 inssp= GlobalIllumination(brdfData,iblDiffuse,1,i.Wpos,N,V);
// c.rgb+=inssp*0.5;
return c;
}
ENDHLSL
}
}
}

View File

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@ -103,6 +103,53 @@
<Action type="Show" value="Main/SheXiangJi" isShow="false"></Action> <Action type="Show" value="Main/SheXiangJi" isShow="false"></Action>
<!--3DCanvas隐藏-->
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas" isShow="false"></Action>
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/RawImage" isShow="false"></Action>
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/MoHu" isShow="false"></Action>
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image1" isShow="false"></Action>
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image1/Stby" isShow="false"></Action>
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false"></Action>
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2/Stby" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/RawImage" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/MoHu_DanFan" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/MoRenCanShu" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/JiaoDian" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/LuZhi" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/Amoshi" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/KuaiMenGroup" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/GuangQuanGroup" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/ISOGroup" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/BaoGuangGroup" isShow="false"></Action>
<Action type="Show" value="Main/SM_danfan/SM_yejingjianshiqi/Canvas/拍照焦点_红色" isShow="false"></Action>
<!--2DCanvas隐藏-->
<Action type="Show" value="SheXiangJi_2DCanvas" isShow="false"></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet" isShow="false"></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/RawImage" isShow="false"></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image1" isShow="false"></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image1/Stby" isShow="false"></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image2" isShow="false"></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image2/Stby" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/RawImage" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/MoRenCanShu" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/JiaoDian" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/LuZhi" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/Amoshi" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/KuaiMenGroup" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/GuangQuanGroup" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/ISOGroup" isShow="false"></Action>
<Action type="Show" value="DanFan_2DCanvas/Connet/BaoGuangGroup" isShow="false"></Action>
<Action type="OperationChange" name="初始化"></Action> <Action type="OperationChange" name="初始化"></Action>
</Action> </Action>
@ -455,6 +502,13 @@
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action> <Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/RawImage" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image1" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image2" isShow="false" ></Action>
<Action type="Delay" value="1"></Action> <Action type="Delay" value="1"></Action>
<Action type="NextOperation"></Action> <Action type="NextOperation"></Action>
@ -493,6 +547,15 @@
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<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="true" ></Action> <Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/RawImage" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image1" isShow="false" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image2" isShow="true" ></Action>
<Action type="NextOperation"></Action> <Action type="NextOperation"></Action>
@ -767,6 +830,11 @@
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image1" isShow="true" ></Action> <Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image1" isShow="true" ></Action>
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action> <Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/RawImage" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image1" isShow="true" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image2" isShow="false" ></Action>
<Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action> <Action type="HighLightFlash" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" isHigh="true" color="200,50,50,255" time="0.25" count="-1"></Action>
<Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" ></Condition> <Condition type="ObjClick" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji7/polySurface28" ></Condition>
@ -780,6 +848,13 @@
<Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action> <Action type="Show" value="Main/SheXiangJi/SM_Shexiangji/SM_Shexiangji6/SM_Shexiangji_jingpian/Canvas/Image2" isShow="false" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas" isShow="false" ></Action>
<Action type="Show" value="SheXiangJi_2DCanvas/Connet" isShow="false" ></Action>
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<Action type="Show" value="SheXiangJi_2DCanvas/Connet/Image2" isShow="false" ></Action>
<Action type="TipWindow" value="恭喜你完成摄像机拍摄,点击确定,保存摄像机拍摄文件" btns="确定"> </Action> <Action type="TipWindow" value="恭喜你完成摄像机拍摄,点击确定,保存摄像机拍摄文件" btns="确定"> </Action>
<Condition type="UIClick" value="UIRoot/PopUI/UITipWindow/Mask/Connnet/BtnContent/确定"></Condition> <Condition type="UIClick" value="UIRoot/PopUI/UITipWindow/Mask/Connnet/BtnContent/确定"></Condition>

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androidMaxAspectRatio: 2.1 androidMaxAspectRatio: 2.1
applicationIdentifier: applicationIdentifier:
Standalone: com.DefaultCompany.VirtualFramwork Standalone: com.DefaultCompany.---------------------------------------------------
buildNumber: buildNumber:
Standalone: 0 Standalone: 0
VisionOS: 0 VisionOS: 0