我使用统一性2018.3.5f1。我想在渲染图像时叠加自定义着色器。以下是我的onRenderImage函数。
void OnRenderImage(RenderTexture src, RenderTexture dest) {
// shaderMaterial renders the image with Barrel distortion and disparity effect
Graphics.Blit(camTextureHolder.mainTexture, nullRenderTexture, shaderMaterial);
// measure average frames per second
m_FpsAccumulator++;
if (Time.realtimeSinceStartup > m_FpsNextPeriod) {
m_CurrentFps = (int)(m_FpsAccumulator / fpsMeasurePeriod);
m_FpsAccumulator = 0;
m_FpsNextPeriod += fpsMeasurePeriod;
}
}
问题是我尝试这样做时整个屏幕似乎都是黑色的。我可以知道如何解决此问题吗?
更新:
这是我正在使用的着色器的代码
Shader "Custom/FakeAR"
{
Properties{
_MainTex("", 2D) = "white" {}
[HideInInspector]_FOV("FOV", Range(1, 2)) = 1.6
[HideInInspector]_Disparity("Disparity", Range(0, 0.3)) = 0.1
[HideInInspector]_Alpha("Alpha", Range(0, 2.0)) = 1.0
}
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// Default Vertex Shader
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord.xy);
return o;
}
// Parameters
sampler2D _MainTex;
float _FOV;
// Alpha is the ratio of pixel density: width to height
float _Alpha;
// Disparity is the portion to separate
// larger disparity cause closer stereovision
float _Disparity;
// Fragment Shader: Remap the texture coordinates to combine
// barrel distortion and disparity video display
fixed4 frag(v2f i) : COLOR {
float2 uv1, uv2, uv3;
float t1, t2;
float offset;
// uv1 is the remap of left and right screen to a full screen
uv1 = i.uv - 0.5;
uv1.x = uv1.x * 2 - 0.5 + sign(i.uv.x < 0.5);
t1 = sqrt(1.0 - uv1.x * uv1.x - uv1.y * uv1.y);
t2 = 1.0 / (t1 * tan(_FOV * 0.5));
// uv2 is the remap of side screen with barrel distortion
uv2 = uv1 * t2 + 0.5;
// black color for out-of-range pixels
if (uv2.x >= 1 || uv2.y >= 1 || uv2.x <= 0 || uv2.y <= 0) {
return fixed4(0, 0, 0, 1);
}
else {
offset = 0.5 - _Alpha * 0.5 + _Disparity * 0.5 - _Disparity * sign(i.uv.x < 0.5);
// uv3 is the remap of image texture
uv3 = uv2;
uv3.x = uv2.x * _Alpha + offset;
return tex2D(_MainTex, uv3);
}
}
ENDCG
}
}
FallBack "Diffuse"
}
是因为着色器吗?
答案 0 :(得分:6)
嗯,我认为这是可行的,只是着色器没有要渲染的东西,这意味着它适用于黑色。您可能希望着色器使用现有的相机纹理。那也许是这样吗?
void OnRenderImage(RenderTexture src, RenderTexture dest) {
// shaderMaterial renders the image with Barrel distortion and disparity effect
Graphics.Blit(src, dst, shaderMaterial);
// measure average frames per second
m_FpsAccumulator++;
if (Time.realtimeSinceStartup > m_FpsNextPeriod) {
m_CurrentFps = (int)(m_FpsAccumulator / fpsMeasurePeriod);
m_FpsAccumulator = 0;
m_FpsNextPeriod += fpsMeasurePeriod;
}
}
尝试将着色器真正设为默认值,然后查看它是否渲染了某些东西。因此,尝试使用如下所示的着色器:
Shader "Examples/ExampleDisplacement"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}