using UnityEngine;
public class movemohu : MonoBehaviour {
public Material mat;
[Range(0.0f, 0.9f)]
public float blurAmount = 0.5f;//与原图像混合的透明度
private RenderTexture accumulationTexture;//上一次的渲染图
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (mat != null)
{
//当上一次的渲染图不存在或则说宽高都不一样了,说明重新开始场景了
if (accumulationTexture == null || accumulationTexture.width != source.width || accumulationTexture.height != source.height)
{
accumulationTexture = new RenderTexture(source.width, source.height, 0);
accumulationTexture.hideFlags = HideFlags.HideAndDontSave;
Graphics.Blit(source, accumulationTexture);
}
//渲染纹理的恢复操作,发生在渲染的纹理时没有被清空的情况,这里需要和当前渲染的图像混合
accumulationTexture.MarkRestoreExpected();
mat.SetFloat("_BlurAmount", 1.0f - blurAmount);
Graphics.Blit(source, accumulationTexture, mat);
Graphics.Blit(accumulationTexture, destination);
}
else
{
Graphics.Blit(source, destination);
}
}
private void OnDisable()
{
DestroyImmediate(accumulationTexture);
}
}
Shader "Unlit/movemohu"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BlurAmount("Blur Amount",Float) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _BlurAmount;
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata_img v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 fragRGB(v2f i):SV_Target
{
return fixed4(tex2D(_MainTex,i.uv).rgb,_BlurAmount);
}
half4 fragA(v2f i) : SV_Target
{
return tex2D(_MainTex,i.uv);
}
ENDCG
ZTest Always Cull Off ZWrite Off
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB //不写入透明通道,但使用自定义的透明通道混合
CGPROGRAM
#pragma vertex vert
#pragma fragment fragRGB
ENDCG
}
Pass
{
Blend One Zero
ColorMask A //写入原来的透明通道
CGPROGRAM
#pragma vertex vert
#pragma fragment fragA
ENDCG
}
}
}