效果如图:
以下是shader代码:
Shader "Custom/ScreenNoise"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NoiseIntensity ("Noise Intensity", Range(0, 1)) = 0
_ColorVariation ("Color Variation", Range(0, 1)) = 0.5
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _NoiseIntensity;
float _ColorVariation;
float random (float2 uv)
{
return frac(sin(dot(uv, float2(12.9898,78.233))) * 43758.5453);
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float noise = random(i.uv + _Time.y);
if(_NoiseIntensity > 0)
{
float3 noiseColor = float3(
random(i.uv + float2(0.1, 0.1)),
random(i.uv + float2(0.2, 0.2)),
random(i.uv + float2(0.3, 0.3))
);
col.rgb = lerp(col.rgb, noiseColor, _NoiseIntensity * _ColorVariation);
col.rgb = lerp(col.rgb, col.rgb * (1 + noise * 0.5), _NoiseIntensity * 0.3);
}
return col;
}
ENDCG
}
}
}
创建屏幕效果脚本
using UnityEngine;
[ExecuteInEditMode]
public class ScreenNoiseEffect : MonoBehaviour
{
public float noiseIntensity = 0f;
public float colorVariation = 0.5f;
private Material noiseMaterial;
private static ScreenNoiseEffect instance;
void Awake()
{
instance = this;
noiseMaterial = new Material(Shader.Find("Custom/ScreenNoise"));
}
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (noiseMaterial != null && noiseIntensity > 0)
{
noiseMaterial.SetFloat("_NoiseIntensity", noiseIntensity);
noiseMaterial.SetFloat("_ColorVariation", colorVariation);
Graphics.Blit(src, dest, noiseMaterial);
}
else
{
Graphics.Blit(src, dest);
}
}
public static void SetNoiseIntensity(float intensity)
{
if (instance != null)
{
instance.noiseIntensity = Mathf.Clamp01(intensity);
}
}
}