PostEffect(Shader)
Setup
MainCameraオブジェクトに下記スクリプトをアタッチ
CamEffector.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode, ImageEffectAllowedInSceneView]
public class CamEffector : MonoBehaviour {
// created with shader
[SerializeField] private Material material;
private void OnRenderImage(RenderTexture source, RenderTexture destination) {
// convert with material
Graphics.Blit(source, destination, material);
}
}
shaderを割り当てたMaterialを設定することで該当Shaderを用いた画像処理が可能
sample.shader
Shader "PostEffect/differential"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Param ("Param", Float) = 0.0
}
SubShader
{
Cull Off
ZTest Always
ZWrite Off
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
最終更新日:
August 14, 2023
作成日: August 14, 2023
作成日: August 14, 2023