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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。
创新互联公司主要业务有网站营销策划、网站设计、成都做网站、微信公众号开发、成都微信小程序、H5技术、程序开发等业务。一次合作终身朋友,是我们奉行的宗旨;我们不仅仅把客户当客户,还把客户视为我们的合作伙伴,在开展业务的过程中,公司还积累了丰富的行业经验、成都全网营销资源和合作伙伴关系资源,并逐渐建立起规范的客户服务和保障体系。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 } } }
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