创建自定义方形着色器

问题描述 投票:0回答:1

我正在尝试在统一中创建自定义着色器。以下是我的着色器的代码。

Pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
        struct v2f {
            float4 pos : POSITION;
            float2 uv : TEXCOORD0;
        };

        // Default Vertex Shader
        v2f vert(appdata_img v) {
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord.xy);
            return o;
        }

        // Parameters
        sampler2D _MainTex;
        float _FOV;

        // Alpha is the ratio of pixel density: width to height
        float _Alpha;

        uniform float4x4 _UnityDisplayTransform;

        // Fragment Shader: Remap the texture coordinates to combine
        // barrel distortion and disparity video display
        fixed4 frag(v2f i) : COLOR {
            float2 uv1, uv2, uv3;
            float t1, t2;
            float offset;

            // uv1 is the remap of left and right screen to a full screen
            uv1 = i.uv - 0.5;
            uv1.x = uv1.x * 2 - 0.5 + step(i.uv.x, 0.5);

            t1 = sqrt(1.0 - uv1.x * uv1.x - uv1.y * uv1.y);
            t2 = 1.0 / (t1 * tan(_FOV * 0.5));

            // uv2 is the remap of side screen with barrel distortion
            uv2 = uv1 * t2 + 0.5;

            // black color for out-of-range pixels
            if (uv2.x >= 1.5 || uv2.y >= 1.0 || uv2.x <= -0.5 || uv2.y <= 0.0) {
                return fixed4(0, 0, 0, 1);
            } else {
                offset = 0.5 - _Alpha * 0.5;
                // uv3 is the remap of image texture
                uv3 = uv2;
                uv3.x = uv2.x * _Alpha + offset;

                return tex2D(_MainTex, uv3);
            }
        }
        ENDCG
    }

我得到以下输出相同。这是我应用着色器时获得的效果。

但是我希望得到一个两个完美的正方形而不是弯曲的边缘。我怎样才能解决它?

c# android unity3d shader virtual-reality
1个回答
1
投票

这应该工作:

Shader "Custom/FakeAR"
{
    Properties{
        _MainTex("", 2D) = "white" {}
        _FOV("FOV", Range(1, 2)) = 1.6
        _Disparity("Disparity", Range(0, 0.3)) = 0.1
        _Alpha("Alpha", Range(0, 2.0)) = 1.0
    }

    SubShader{

        Pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct v2f {
                float4 pos : POSITION;
                float2 uv : TEXCOORD0;
            };

            // Default Vertex Shader 
            v2f vert(appdata_img v) {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord.xy);
                return o;
            }

            // Parameters
            sampler2D _MainTex;
            float _FOV;

            // Alpha is the ratio of pixel density: width to height
            float _Alpha;
            // Disparity is the portion to separate
            // larger disparity cause closer stereovision
            float _Disparity;


            // Fragment Shader: Remap the texture coordinates to combine
            // barrel distortion and disparity video display
            fixed4 frag(v2f i) : COLOR 
            {
                float2 uv1, uv2, uv3;
                float t1, t2;
                float offset;

                // uv1 is the remap of left and right screen to a full screen 
                uv1 = i.uv - 0.5;
                uv1.x = uv1.x * 2 - 0.5 + sign(i.uv.x < 0.5);

                //t1 = sqrt(1.0 - uv1.x * uv1.x - uv1.y * uv1.y);
                t2 = _FOV;// 1.0 / (t1 * tan(_FOV * 0.5));

                // uv2 is the remap of side screen with barrel distortion
                uv2 = uv1 * t2 + 0.5;

                // black color for out-of-range pixels
                if (uv2.x >= 1 || uv2.y >= 1 || uv2.x <= 0 || uv2.y <= 0) {
                    return fixed4(0, 0, 0, 1);
                }
                else {
                    offset = 0.5 - _Alpha * 0.5 + _Disparity * 0.5 - _Disparity * sign(i.uv.x < 0.5);
                    // uv3 is the remap of image texture
                    uv3 = uv2;
                    uv3.x = uv2.x * _Alpha + offset;
                    return tex2D(_MainTex, uv3);
                }  
                //float4 color = tex2D(_MainTex, i.uv);             
                //return 1 - color;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}
© www.soinside.com 2019 - 2024. All rights reserved.