Unity Blur Shader在Android上不起作用

时间:2019-09-27 12:54:49

标签: android unity3d shader

我想模糊我的团结项目的背景。

我正在使用的着色器可在PC上运行,其他着色器可在android上运行(例如反转颜色的默认图像着色器)。有人知道为什么这个不吗?

还是有人有其他可以在android上使用的着色器?

    Shader "Custom/BLUR" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _BumpAmt  ("Distortion", Range (0,128)) = 10
        _MainTex ("Tint Color (RGB)", 2D) = "white" {}
        _Size ("Size", Range(0, 20)) = 1
    }

    Category {

        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }


        SubShader {

            GrabPass {                    
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"

                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                };

                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    return o;
                }

                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Size;

                half4 frag( v2f i ) : COLOR {

                    half4 sum = half4(0,0,0,0);
                    #define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
                    sum += GRABPIXEL(0.05, -4.0);
                    sum += GRABPIXEL(0.09, -3.0);
                    sum += GRABPIXEL(0.12, -2.0);
                    sum += GRABPIXEL(0.15, -1.0);
                    sum += GRABPIXEL(0.18,  0.0);
                    sum += GRABPIXEL(0.15, +1.0);
                    sum += GRABPIXEL(0.12, +2.0);
                    sum += GRABPIXEL(0.09, +3.0);
                    sum += GRABPIXEL(0.05, +4.0);

                    return sum;
                }
                ENDCG
            }

            GrabPass {                        
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"

                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                };

                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    return o;
                }

                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                float _Size;

                half4 frag( v2f i ) : COLOR {

                    half4 sum = half4(0,0,0,0);
                    #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight

                    sum += GRABPIXEL(0.05, -4.0);
                    sum += GRABPIXEL(0.09, -3.0);
                    sum += GRABPIXEL(0.12, -2.0);
                    sum += GRABPIXEL(0.15, -1.0);
                    sum += GRABPIXEL(0.18,  0.0);
                    sum += GRABPIXEL(0.15, +1.0);
                    sum += GRABPIXEL(0.12, +2.0);
                    sum += GRABPIXEL(0.09, +3.0);
                    sum += GRABPIXEL(0.05, +4.0);

                    return sum;
                }
                ENDCG
            }

            GrabPass {                        
                Tags { "LightMode" = "Always" }
            }
            Pass {
                Tags { "LightMode" = "Always" }

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #include "UnityCG.cginc"

                struct appdata_t {
                    float4 vertex : POSITION;
                    float2 texcoord: TEXCOORD0;
                };

                struct v2f {
                    float4 vertex : POSITION;
                    float4 uvgrab : TEXCOORD0;
                    float2 uvbump : TEXCOORD1;
                    float2 uvmain : TEXCOORD2;
                };

                float _BumpAmt;
                float4 _BumpMap_ST;
                float4 _MainTex_ST;

                v2f vert (appdata_t v) {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    #if UNITY_UV_STARTS_AT_TOP
                    float scale = -1.0;
                    #else
                    float scale = 1.0;
                    #endif
                    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
                    o.uvgrab.zw = o.vertex.zw;
                    o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
                    o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
                    return o;
                }

                fixed4 _Color;
                sampler2D _GrabTexture;
                float4 _GrabTexture_TexelSize;
                sampler2D _BumpMap;
                sampler2D _MainTex;

                half4 frag( v2f i ) : COLOR {

                    half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg;
                    float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
                    i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;

                    half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
                    half4 tint = tex2D( _MainTex, i.uvmain ) * _Color;

                    return col * tint;
                }
                ENDCG
            }
        }
    }
}

我尝试使用OpenGLES2OpenGLES3,但都无效。我还将着色器添加到“始终包括的着色器”列表中。任何帮助都将得到认可。

0 个答案:

没有答案