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Unity shader bloom效果

Bloom的实现原理,1:首先根据一个阈值提取出图像中较亮的区域,2:再利用高斯模糊对这张亮度数值进行模糊处理,3:模拟光线扩散的效果,最后再将其和原图像进行混合,得到最终的效果。代码如下:Shader "Unlit/TestBloom"{Properties{_MainTex(...

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shader 高斯模糊

高斯模糊主要用到了正态分布曲线。我们用到了正态分布矩阵:static const half4 GaussWeight[7] ={half4(0.0205,0.0205,0.0205,0),half4(0.0855,0.0855,0.0855,0),half4(0.232,0.232,0.232,0)...

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shader 均值模糊

最近了解了一下模糊效果,顺便写了一下,下面是均值模糊算法。Shader "Unlit/Average"{Properties{_MainTex("Main Texture", 2D) = "white" {}_BlurSpread(&quo...

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Shader 图形柔动效果

今天在shadertoy 上学到一个shader效果算法:图形柔动效果;将shader拷贝到unity中可以测试效果。Shader "Unlit/Star"{Properties{}SubShader{Tags { "RenderType"="Opa...

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shader 模型从下往上消失效果

Shader "Unlit/EffectShow"{Properties{_MainTex("Texture", 2D) = "white" {}_Show ("Show", float) = 0}SubShader{T...

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Unity-shader 流光

Shader "Unlit/EffectLiu"{Properties{_MainTex ("Texture", 2D) = "white" {}_FlashTex("FlashTex", 2D) = "bla...

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Voronoi算法效果

Shader "Unlit/Voronoi"{Properties{_MainTex("Texture", 2D) = "white" {}_TileNum("TileNum", float) = 5}SubShader...

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三角形重叠算法

判断两个三角形是否有重合部分:1:判断两个三角形是否相交a:判断两个三小型的所有边是否存在相交2:判断两个三角形是否包含关系a:判断一个三角形的顶点和另一个三角形所有顶点连线 与 该顶点对应的边是否相交。C#代码如下:using System.Collections;using...

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Unity 震屏

unity震屏通过改变Camer.rect效果比较好。using UnityEngine;using System.Collections;public class ShakeCamera : MonoBehaviour{//是否开始抖动public bool isShake = false;//抖...

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Unity shader 碎屏效果

Shader "Unlit/BrokenScreen"{Properties{_MainTex("Texture", 2D) = "white" {}_BumpTex("BumpTex", 2D) = "whi...

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Unity-shader 径向模糊(屏幕特效)

Shader "Unlit/Motion"{Properties{_MainTex ("Texture", 2D) = "white" {}_Level("Level",Range(0,100)) = 10}SubSha...

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Unity shader 抖音效果(屏幕特效)

Shader "Douyin/gt"{Properties{_MainTex ("Texture", 2D) = "white" {}scale ("scale", float) = 1}SubShader{// No ...

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Unity shader 无锯齿 画圆环

Shader "Unlit/DrawCircle"{Properties{_MainTex ("Texture", 2D) = "white" {}_Radius("Radius", Range(0, 1)) = 0.1...

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unity-shader面片上画圆

Shader "Unlit/CircleAdd"{Properties{_MainTex("Texture", Color) = (1,1,1,1)_MainTex2("Texture2", Color) = (1,0,0,1)_Radiu...

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Unity shader-溶解

Shader "PengLu/DissolveVF" {Properties{_MainTex("Base (RGB)", 2D) = "white" {}_DissolveTex("DissolveTex (RGB)"...