这个着色器适用于移动设备,但在编辑器中显示为粉红色。以前它工作正常,但不知何故,我建立在移动设备上,然后它开始显示为粉红色。没错,但它给了我警告。我正在使用Unity 2017.2。
我也尝试重新打开项目。但仍然相同。
Shader "TFTM/Blur" {
Properties {
_blurSizeXY("BlurSizeXY", Range(0,10)) = 0
}
SubShader {
// Draw ourselves after all opaque geometry
Tags { "Queue" = "Transparent" }
// Grab the screen behind the object into _GrabTexture
GrabPass { }
// Render the object with the texture generated above
Pass {
CGPROGRAM
#pragma debug
#pragma vertex vert
#pragma fragment frag
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
sampler2D _GrabTexture : register(s0);
float _blurSizeXY;
struct data {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
v2f vert(data i){
v2f o;
o.position = UnityObjectToClipPos(i.vertex);
o.screenPos = o.position;
return o;
}
half4 frag( v2f i ) : COLOR
{
float2 screenPos = i.screenPos.xy / i.screenPos.w;
float depth= _blurSizeXY*0.0005;
screenPos.x = (screenPos.x + 1) * 0.5;
screenPos.y = (screenPos.y + 1) * 0.5;
half4 sum = half4(0.0h,0.0h,0.0h,0.0h);
sum += tex2D( _GrabTexture, float2(screenPos.x-5.0 * depth, screenPos.y+5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x+5.0 * depth, screenPos.y-5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x-4.0 * depth, screenPos.y+4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x+4.0 * depth, screenPos.y-4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x-3.0 * depth, screenPos.y+3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x+3.0 * depth, screenPos.y-3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x-2.0 * depth, screenPos.y+2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x+2.0 * depth, screenPos.y-2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x-1.0 * depth, screenPos.y+1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, float2(screenPos.x+1.0 * depth, screenPos.y-1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, screenPos-5.0 * depth) * 0.025;
sum += tex2D( _GrabTexture, screenPos-4.0 * depth) * 0.05;
sum += tex2D( _GrabTexture, screenPos-3.0 * depth) * 0.09;
sum += tex2D( _GrabTexture, screenPos-2.0 * depth) * 0.12;
sum += tex2D( _GrabTexture, screenPos-1.0 * depth) * 0.15;
sum += tex2D( _GrabTexture, screenPos) * 0.16;
sum += tex2D( _GrabTexture, screenPos+5.0 * depth) * 0.15;
sum += tex2D( _GrabTexture, screenPos+4.0 * depth) * 0.12;
sum += tex2D( _GrabTexture, screenPos+3.0 * depth) * 0.09;
sum += tex2D( _GrabTexture, screenPos+2.0 * depth) * 0.05;
sum += tex2D( _GrabTexture, screenPos+1.0 * depth) * 0.025;
return sum/2;
}
ENDCG
}
}
Fallback Off
}
因此,材料不断重置,我无法在Unity Editor中查看和测试。
答案 0 :(得分:0)
只需删除#pragma target 4.0
,即可正常使用。
所以,
#ifndef SHADER_API_D3D11
#pragma target 3.0
#endif
pragma target 4.0无法使用mac。 (我正在使用IMac)