源码 / Ch26/MyVignette.shader
Ch26/MyVignette.shader
// 案例 26.6:暗角。以 center 为圆心,半径越大越接近 _VignetteColor。 Shader "Cookbook/Ch26/MyVignette" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } ZTest Always ZWrite Off Cull Off Pass { Name "Vignette" HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" float4 _VignetteColor; float4 _VignetteParams; // xy 中心, z 强度, w 柔和度 float _VignetteRounded; half4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord; half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); float2 d = (uv - _VignetteParams.xy) * 2.0; // 屏幕边缘中点处 |d| = 1 d.x *= lerp(1.0, _ScreenParams.x / _ScreenParams.y, _VignetteRounded); float r = length(d); // 强度决定暗角从哪里开始,柔和度决定过渡带宽度 float inner = 1.3 - _VignetteParams.z; half mask = smoothstep(inner, inner + _VignetteParams.w, r); color.rgb = lerp(color.rgb, _VignetteColor.rgb, mask); return color; } ENDHLSL } } }