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Unity3D:UIキャンバスの背景をぼかす

Unity3DでゲームのUIウィンドウの背景に(現在は一般的に有名になっている)ぼかし効果を再現しようとしています。

私が今考えることができる最も良い例の1つは、嵐の英雄です。レベルアップパネルの背景がその背後にあるものをぼかしていることに注意してください。

Heroes Of The Storm Blur Effect

Unity3Dで最近追加されたCanvasで同じ効果を再現する方法はありますか?カメラを使用してこれを行う方法があることはわかっていますが、特に新しいUIシステムで動作させることに関しては、全体についてはあまり詳しくありません。

ありがとう。

12
pankee

以下は、私にとってうまく機能するシェーダースクリプトです。

ソース: https://forum.unity3d.com/threads/solved-dynamic-blurred-background-on-ui.345083/#post-2853442

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unlit/FrostedGlass"
{
    Properties
    {
        _Radius("Radius", Range(1, 255)) = 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 _Radius;

                half4 frag(v2f i) : COLOR
                {
                    half4 sum = half4(0,0,0,0);

                    #define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))

                    sum += GRABXYPIXEL(0.0, 0.0);
                    int measurments = 1;

                    for (float range = 0.1f; range <= _Radius; range += 0.1f)
                    {
                        sum += GRABXYPIXEL(range, range);
                        sum += GRABXYPIXEL(range, -range);
                        sum += GRABXYPIXEL(-range, range);
                        sum += GRABXYPIXEL(-range, -range);
                        measurments += 4;
                    }

                    return sum / measurments;
                }
                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 _Radius;

                half4 frag(v2f i) : COLOR
                {

                    half4 sum = half4(0,0,0,0);
                    float radius = 1.41421356237 * _Radius;

                    #define GRABXYPIXEL(kernelx, kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely, i.uvgrab.z, i.uvgrab.w)))

                    sum += GRABXYPIXEL(0.0, 0.0);
                    int measurments = 1;

                    for (float range = 1.41421356237f; range <= radius * 1.41; range += 1.41421356237f)
                    {
                        sum += GRABXYPIXEL(range, 0);
                        sum += GRABXYPIXEL(-range, 0);
                        sum += GRABXYPIXEL(0, range);
                        sum += GRABXYPIXEL(0, -range);
                        measurments += 4;
                    }

                    return sum / measurments;
                }
                ENDCG
            }
        }
    }
}
10
Bryan Legend

これを少し修正しました。 色合いI互換性を追加しました。 UIを使用している間は可能ですが、その前のUIを非表示にします。

    // Based on cician's shader from https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-1267642

Shader "Custom/MaskedUIBlur" {
    Properties {
        _Size ("Blur", Range(0, 30)) = 1
        [HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {}
        _AdditiveColor ("Additive Tint color", Color) = (0, 0, 0, 0)
        _MultiplyColor ("Multiply Tint color", Color) = (1, 1, 1, 1)
    }

    Category {

        // We must be transparent, so other objects are drawn before this one.
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" }


        SubShader
        {
            // Horizontal blur
            GrabPass
            {
                "_HBlur"
            }
            /*
            ZTest Off
            Blend SrcAlpha OneMinusSrcAlpha
            */

            Cull Off
            Lighting Off
            ZWrite Off
            ZTest [unity_GUIZTestMode]
            Blend SrcAlpha OneMinusSrcAlpha

            Pass
            {          
                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 uvmain : TEXCOORD1;
                };

                sampler2D _MainTex;
                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.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
                    return o;
                }

                sampler2D _HBlur;
                float4 _HBlur_TexelSize;
                float _Size;
                float4 _AdditiveColor;
                float4 _MultiplyColor;

                half4 frag( v2f i ) : COLOR
                {   
                    half4 sum = half4(0,0,0,0);

                    #define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_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);


                    half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r, 
                                        sum.g * _MultiplyColor.g + _AdditiveColor.g, 
                                        sum.b * _MultiplyColor.b + _AdditiveColor.b, 
                                        tex2D(_MainTex, i.uvmain).a);
                    return result;
                }
                ENDCG
            }

            // Vertical blur
            GrabPass
            {
                "_VBlur"
            }

            Pass
            {          
                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 uvmain : TEXCOORD1;
                };

                sampler2D _MainTex;
                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.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);

                    return o;
                }

                sampler2D _VBlur;
                float4 _VBlur_TexelSize;
                float _Size;
                float4 _AdditiveColor;
                float4 _MultiplyColor;

                half4 frag( v2f i ) : COLOR
                {
                    half4 sum = half4(0,0,0,0);

                    #define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_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);

                    half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r, 
                                        sum.g * _MultiplyColor.g + _AdditiveColor.g, 
                                        sum.b * _MultiplyColor.b + _AdditiveColor.b, 
                                        tex2D(_MainTex, i.uvmain).a);
                    return result;
                }
                ENDCG
            }
        }
    }
}
1
ossobuko