您可以在下面找到着色器代码。我在Unity中将其用作“图像效果着色器”。然后,将其与C#脚本(在着色器下面)一起应用于我的相机。在台式机上看起来很棒,但是在Android上,它只会使屏幕变黑。我可能正在使用在Android上无法使用的功能,也许有人可以指出正确的方向进行修复?
//#<!--
//# CRT-simple shader
//#
//# Copyright (C) 2011 DOLLS. Based on cgwg's CRT shader.
//#
//# Modified by fontmas: 2015-03-06
//#
//# This program is free software; you can redistribute it and/or modify it
//# under the terms of the GNU General Public License as published by the Free
//# Software Foundation; either version 2 of the License, or (at your option)
//# any later version.
//# -->
Shader "Custom/CRT"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#define CURVATURE
#pragma target 3.0
#define PI 3.141592653589
uniform sampler2D _MainTex;
uniform float2 _InputSize;
uniform float2 _OutputSize;
uniform float2 _TextureSize;
uniform float2 _One;
uniform float2 _Texcoord;
uniform float _Factor;
uniform float _Distortion = 0.1f; // 0.1f
uniform float _Gamma = 1.0f; // 1.0f
uniform float _curvatureSet1 = 0.5f; // 0.5f
uniform float _curvatureSet2 = 0.5f; // 0.5f
uniform float _YExtra = 0.5f; // 0.5f;
uniform float _rgb1R = 1.0f; // 1.0f
uniform float _rgb1G = 1.0f; // 1.0f
uniform float _rgb1B = 1.0f; // 1.0f
uniform float _rgb2R = 1.0f; // 1.0f
uniform float _rgb2G = 1.0f; // 1.0f
uniform float _rgb2B = 1.0f; // 1.0f
uniform float _dotWeight = 2.0f; // 2.0f
float2 RadialDistortion(float2 coord)
{
coord *= _TextureSize / _InputSize;
float2 cc = coord - _curvatureSet1;
float dist = dot(cc, cc) * _Distortion;
return (coord + cc * (_curvatureSet2 + dist) * dist) * _InputSize / _TextureSize;
}
float4 ScanlineWeights(float distance, float4 color)
{
float4 width = 2.0f + 2.0f * pow(color, float4(4.0f, 4.0f, 4.0f, 4.0f));
float4 weights = float4(distance / 0.5f, distance / 0.5f, distance / 0.5f, distance / 0.5f);
return 1.4f * exp(-pow(weights * rsqrt(0.5f * width), width)) / (0.3f + 0.2f * width);
}
float4 frag(v2f_img i) : COLOR
{
_Texcoord = i.uv;
_One = 1.0f / _TextureSize;
_OutputSize = _TextureSize;
_InputSize = _TextureSize;
_Factor = _Texcoord.x * _TextureSize.x * _OutputSize.x / _InputSize.x;
//float4 ScreenGamma = pow(tex2D(_MainTex, _Texcoord), _Gamma);
#ifdef CURVATURE
float2 xy = RadialDistortion(_Texcoord);
#else
float2 xy = _Texcoord;
#endif
float2 ratio = xy * _TextureSize - float2(0.5f, 0.5f);
float2 uvratio = frac(ratio);
xy.y = (floor(ratio.y) + _YExtra) / _TextureSize;
float4 col = tex2D(_MainTex, xy);
float4 col2 = tex2D(_MainTex, xy + float2(0.0f, _One.y));
float4 weights = ScanlineWeights(uvratio.y, col);
float4 weights2 = ScanlineWeights(1.0f - uvratio.y, col2);
float3 res = (col * weights + col2 * weights2).rgb;
float3 rgb1 = float3(_rgb1R, _rgb1G, _rgb1B);
float3 rgb2 = float3(_rgb2R, _rgb2G, _rgb2B);
float3 dotMaskWeights = lerp(rgb1, rgb2, floor(fmod(_Factor, _dotWeight)));
res *= dotMaskWeights;
return float4(pow(res, float3(1.0f / _Gamma, 1.0f / _Gamma, 1.0f / _Gamma)), 1.0f);
//return float4(pow(res, float3(1.0f / ScreenGamma.x, 1.0f / ScreenGamma.y, 1.0f / ScreenGamma.z)), 1.0f);
}
ENDCG
}
}
}
using UnityEngine;
using System.Collections;
public enum CRTScanLinesSizes { S32 = 32, S64 = 64, S128 = 128, S256 = 256, S512 = 512, S1024 = 1024 };
[ExecuteInEditMode]
public class CRT : MonoBehaviour
{
#region Variables
public Shader curShader;
public float Distortion = 0.1f;
public float Gamma = 1.0f;
public float YExtra = 0.5f;
public float CurvatureSet1 = 0.5f;
public float CurvatureSet2 = 1.0f;
public float DotWeight = 1.0f;
public CRTScanLinesSizes scanSize = CRTScanLinesSizes.S512;
public Color rgb1 = Color.white;
public Color rgb2 = Color.white;
private Material curMaterial;
#endregion
#region Properties
Material material
{
get
{
if (curMaterial == null)
{
curMaterial = new Material(curShader);
curMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return curMaterial;
}
}
#endregion
// Use this for initialization
void Start()
{
if (!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
{
if (curShader != null)
{
material.SetFloat("_Distortion", Distortion);
material.SetFloat("_Gamma", Gamma);
material.SetFloat("_curvatureSet1", CurvatureSet1);
material.SetFloat("_curvatureSet2", CurvatureSet2);
material.SetFloat("_YExtra", YExtra);
material.SetFloat("_rgb1R", rgb1.r);
material.SetFloat("_rgb1G", rgb1.g);
material.SetFloat("_rgb1B", rgb1.b);
material.SetFloat("_rgb2R", rgb2.r);
material.SetFloat("_rgb2G", rgb2.g);
material.SetFloat("_rgb2B", rgb2.b);
material.SetFloat("_dotWeight", DotWeight);
material.SetVector("_TextureSize", new Vector2((float)scanSize, (float)scanSize));
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
// Update is called once per frame
void Update()
{
}
void OnDisable()
{
if (curMaterial)
{
DestroyImmediate(curMaterial);
}
}
}
答案 0 :(得分:0)
我不知道如何编码任何着色器,但是无论如何我都会尽力帮助您(我们永远不知道也许我能帮上点忙)。您可能应该检查android支持的内容,或者您的计算机支持的某些元素不在android上。使用UnityRemote时是否出现任何错误?没有着色器就可以使用吗?
我希望至少能对您有所帮助。如果没有,我们会...希望您能找到解决方案。
答案 1 :(得分:0)
可能是RenderTexture,如果在Unity中创建RenderTexture,则将深度缓冲区更改为0,如下所示:
rt = new RenderTexture(*width*, *height*, 0, RenderTextureFormat.ARGB32);
如果您在Unity中创建RenderTexture,请将“深度缓冲区”设置为“无深度缓冲区”,
如果更改深度没有任何影响,也可能是Graphics.Blit()。