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  • 关于NGUI Shader 和 Draw Call的优化 & 模糊shader

    序:

      1.项目过程中不可避免的需要用到大量Shader 和 UITexture,由于Ngui对Shader支持非常糟糕,导致项目drawCall异常的高

      2.Panel裁剪无法裁剪自定义shader内容,这部分暂不研究,后续再说

    始:

      1.本文主要解决项目中大量使用shader & UITexture 导致drawCall过高的问题(如下图),图中每个不同的图片都会导致增加一个drawCall,那么如何减少这个drawcall呢?当然只有打图集了!

    步骤:

      0. 将所有图片打包成图集,通过Texture中的偏移来显示,这样就能即使用shader又降低drawcall

    1.如何获得对应的偏移数据呢?

    using UnityEngine;
    using System.Collections;
    
    public class SpriteCut : MonoBehaviour
    {
        private float widthRate;
        private float heightRate;
        private float xOffsetRate;
        private float yOffsetRate;
        private UISprite sprite;
    
        void Awake()
        {
            sprite = GetComponent<UISprite>();
            widthRate = sprite.GetAtlasSprite().width * 1.0f / sprite.atlas.spriteMaterial.mainTexture.width;
            heightRate = sprite.GetAtlasSprite().height * 1.0f / sprite.atlas.spriteMaterial.mainTexture.height;
            xOffsetRate = sprite.GetAtlasSprite().x * 1.0f / sprite.atlas.spriteMaterial.mainTexture.width;
            yOffsetRate = (sprite.atlas.spriteMaterial.mainTexture.height - (sprite.GetAtlasSprite().y + sprite.GetAtlasSprite().height)) * 1.0f / sprite.atlas.spriteMaterial.mainTexture.height;
        }
    
        private void Start()
        {
            Debug.Log("0 -----> " + widthRate);
            Debug.Log("1 -----> " + heightRate);
            Debug.Log("2 -----> " + xOffsetRate);
            Debug.Log("3 -----> " + yOffsetRate);
            sprite.atlas.spriteMaterial.SetFloat("_WidthRate", widthRate);
            sprite.atlas.spriteMaterial.SetFloat("_HeightRate", heightRate);
            sprite.atlas.spriteMaterial.SetFloat("_XOffset", xOffsetRate);
            sprite.atlas.spriteMaterial.SetFloat("_YOffset", yOffsetRate);
        }
    }
    View Code

    讲上述代码挂载图集下的sprite组件上,就会自动打印偏移数据 ,再将数据填到uitexture中即可

    模糊shader:

      CG版:

    Shader "Custom/BlurShader0" 
    {
        Properties
        {
            _MainTex("Albedo (RGB)", 2D) = "white" {}
            _TextureSize("_TextureSize",Float) = 256
            _BlurRadiusX("_BlurRadiusX",Range(1,30)) = 5
            _BlurRadiusY("_BlurRadiusY",Range(1,30)) = 5
        }
            SubShader{
            Tags
            { 
                "Queue" = "Transparent"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
            }
            LOD 200
    
            Pass{
    
                Cull Off
                Lighting Off
                ZWrite Off
                Fog{ Mode Off }
                Offset -1, -1
                Blend SrcAlpha OneMinusSrcAlpha
            CGPROGRAM
    
    #pragma vertex vert
    #pragma fragment frag
    #include "UnityCG.cginc"
    
    
            sampler2D _MainTex;
        int _BlurRadiusX; int _BlurRadiusY;
        float _TextureSize;
    
        struct v2f {
            float4 pos : SV_POSITION;
            float2 uv : TEXCOORD0;
        };
    
    
        v2f vert(appdata_img v)
        {
            v2f o;
            o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
            o.uv = v.texcoord.xy;
            return o;
        }
    
        // ----- 普通模糊 --- Start ---
    
        float4 GetBlurColor(float2 uv)
        {
    
            float space = 1.0 / _TextureSize; //算出一个像素的空间
            int count = (_BlurRadiusX * 2 + 1) *(_BlurRadiusY * 2 + 1);
    
            //将以自己为中心,周围半径的所有颜色相加,然后除以总数,求得平均值
            float4 colorTmp = float4(0, 0, 0, 0);
            for (int x = -_BlurRadiusX; x <= _BlurRadiusX; x++)
            {
                for (int y = -_BlurRadiusY; y <= _BlurRadiusY; y++)
                {
                    float4 color = tex2D(_MainTex, uv + float2(x * space, y * space));
                    colorTmp += color;
                }
            }
            return colorTmp / count;
        }
    
        // ----- 普通模糊 --- End ---
    
        //// ----- 高斯模糊 --- Start ---
        //float GetGaussianDistribution(float x, float y, float rho) {
        //    float g = 1.0f / sqrt(2.0f * 3.141592654f * rho * rho);
        //    return g * exp(-(x * x + y * y) / (2 * rho * rho));
        //}
    
        //float4 GetGaussBlurColor(float2 uv)
        //{
        //    //算出一个像素的空间
        //    float space = 1.0 / _TextureSize;
        //    //参考正态分布曲线图,可以知道 3σ 距离以外的点,权重已经微不足道了。
        //    //反推即可知道当模糊半径为r时,取σ为 r/3 是一个比较合适的取值。
        //    float rho = (float)_BlurRadius * space / 3.0;
    
        //    //---权重总和
        //    float weightTotal = 0;
        //    for (int x = -_BlurRadius; x <= _BlurRadius; x++)
        //    {
        //        for (int y = -_BlurRadius; y <= _BlurRadius; y++)
        //        {
        //            weightTotal += GetGaussianDistribution(x * space, y * space, rho);
        //        }
        //    }
    
        //    float4 colorTmp = float4(0, 0, 0, 0);
        //    for (int x = -_BlurRadius; x <= _BlurRadius; x++)
        //    {
        //        for (int y = -_BlurRadius; y <= _BlurRadius; y++)
        //        {
        //            float weight = GetGaussianDistribution(x * space, y * space, rho) / weightTotal;
    
        //            float4 color = tex2D(_MainTex, uv + float2(x * space, y * space));
        //            color = color * weight;
        //            colorTmp += color;
        //        }
        //    }
        //    return colorTmp;
        //}
    
        // ----- 高斯模糊 --- End ---
    
        half4 frag(v2f i) : SV_Target
        {
            //调用普通模糊
            return GetBlurColor(i.uv);
            //调用高斯模糊  
            //return GetGaussBlurColor(i.uv);
            //return tex2D(_MainTex,i.uv);
        }
            ENDCG
        }
        }
            FallBack "Diffuse"
    }
    View Code

      ShaderForge版本:

    // Shader created with Shader Forge v1.26 
    // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
    // Note: Manually altering this data may prevent you from opening it in Shader Forge
    /*SF_DATA;ver:1.26;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3621,x:33355,y:32491,varname:node_3621,prsc:2|custl-9735-OUT,alpha-7088-OUT;n:type:ShaderForge.SFN_Tex2d,id:4388,x:31667,y:32867,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_4388,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:78ce40c225472e94980ad971e903e803,ntxv:0,isnm:False|UVIN-6708-UVOUT;n:type:ShaderForge.SFN_TexCoord,id:6708,x:31299,y:32828,varname:node_6708,prsc:2,uv:0;n:type:ShaderForge.SFN_Code,id:9735,x:31557,y:32568,varname:node_9735,prsc:2,code:ZgBsAG8AYQB0ACAAcwBwAGEAYwBlACAAPQAgADEALgAwACAALwAgAF8AVABlAHgAUwBpAHoAZQA7AA0ACgBpAG4AdAAgAGMAbwB1AG4AdAAgAD0AIAAoAF8AQgBsAHUAcgBSAGEAZABpAHUAcwBYACAAKgAgADIAIAArACAAMQApACAAKgAoAF8AQgBsAHUAcgBSAGEAZABpAHUAcwBZACAAKgAgADIAIAArACAAMQApADsADQAKAGYAbABvAGEAdAA0ACAAYwBvAGwAbwByAFQAbQBwACAAPQAgAGYAbABvAGEAdAA0ACgAMAAsACAAMAAsACAAMAAsACAAMAApADsADQAKAGYAbwByACAAKABpAG4AdAAgAHgAIAA9ACAALQBfAEIAbAB1AHIAUgBhAGQAaQB1AHMAWAA7ACAAeAAgADwAPQAgAF8AQgBsAHUAcgBSAGEAZABpAHUAcwBYADsAIAB4ACsAKwApAA0ACgB7AA0ACgBmAG8AcgAgACgAaQBuAHQAIAB5ACAAPQAgAC0AXwBCAGwAdQByAFIAYQBkAGkAdQBzAFkAOwAgAHkAIAA8AD0AIABfAEIAbAB1AHIAUgBhAGQAaQB1AHMAWQA7ACAAeQArACsAKQANAAoAIAB7AA0ACgAgAGYAbABvAGEAdAA0ACAAYwBvAGwAbwByACAAPQAgAHQAZQB4ADIARAAoAF8ATQBhAGkAbgBUAGUAeAAsACAAdQB2ACAAKwAgAGYAbABvAGEAdAAyACgAeAAgACoAIABzAHAAYQBjAGUALAAgAHkAIAAqACAAcwBwAGEAYwBlACkAKQA7AA0ACgAgAGMAbwBsAG8AcgBUAG0AcAAgACsAPQAgAGMAbwBsAG8AcgA7AA0ACgAgAH0ADQAKAH0ADQAKAHIAZQB0AHUAcgBuACAAYwBvAGwAbwByAFQAbQBwACAALwAgAGMAbwB1AG4AdAA7AA==,output:3,fname:Func0,638,height:297,input:1,input:0,input:0,input:0,input_1_label:uv,input_2_label:_BlurRadiusX,input_3_label:_BlurRadiusY,input_4_label:_TexSize|A-6708-UVOUT,B-9066-OUT,C-3534-OUT,D-6201-OUT;n:type:ShaderForge.SFN_Slider,id:9066,x:31372,y:32550,ptovrint:False,ptlb:BlurRadiusX,ptin:_BlurRadiusX,varname:node_9066,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:1,max:1;n:type:ShaderForge.SFN_Slider,id:3534,x:31358,y:32656,ptovrint:False,ptlb:BlurRadiusY,ptin:_BlurRadiusY,varname:_BlurRadiusX_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:15,max:30;n:type:ShaderForge.SFN_ComponentMask,id:3967,x:32639,y:32731,varname:node_3967,prsc:2,cc1:3,cc2:-1,cc3:-1,cc4:-1|IN-9735-OUT;n:type:ShaderForge.SFN_Multiply,id:1393,x:32621,y:32923,varname:node_1393,prsc:2|A-4388-A,B-2522-OUT;n:type:ShaderForge.SFN_Vector1,id:2522,x:32368,y:32988,varname:node_2522,prsc:2,v1:0;n:type:ShaderForge.SFN_Add,id:7088,x:32894,y:32839,varname:node_7088,prsc:2|A-3967-OUT,B-1393-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6201,x:31679,y:32771,ptovrint:False,ptlb:TexSize,ptin:_TexSize,varname:node_6201,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1024;proporder:4388-9066-3534-6201;pass:END;sub:END;*/
    
    Shader "Custom/BlurShader1" {
        Properties {
            _MainTex ("MainTex", 2D) = "white" {}
            _BlurRadiusX ("BlurRadiusX", Range(0, 1)) = 1
            _BlurRadiusY ("BlurRadiusY", Range(0, 30)) = 15
            _TexSize ("TexSize", Float ) = 1024
            [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
        }
        SubShader {
            Tags {
                "IgnoreProjector"="True"
                "Queue"="Transparent"
                "RenderType"="Transparent"
            }
            LOD 200
            Pass {
                Name "FORWARD"
                Tags {
                    "LightMode"="ForwardBase"
                }
                Blend SrcAlpha OneMinusSrcAlpha
                ZWrite Off
                
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #define UNITY_PASS_FORWARDBASE
                #include "UnityCG.cginc"
                #pragma multi_compile_fwdbase
                #pragma multi_compile_fog
                #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
                #pragma target 3.0
                uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
                float4 Func0( float2 uv , float _BlurRadiusX , float _BlurRadiusY , float _TexSize ){
                float space = 1.0 / _TexSize;
                int count = (_BlurRadiusX * 2 + 1) *(_BlurRadiusY * 2 + 1);
                float4 colorTmp = float4(0, 0, 0, 0);
                for (int x = -_BlurRadiusX; x <= _BlurRadiusX; x++)
                {
                for (int y = -_BlurRadiusY; y <= _BlurRadiusY; y++)
                 {
                 float4 color = tex2D(_MainTex, uv + float2(x * space, y * space));
                 colorTmp += color;
                 }
                }
                return colorTmp / count;
                }
                
                uniform float _BlurRadiusX;
                uniform float _BlurRadiusY;
                uniform float _TexSize;
                struct VertexInput {
                    float4 vertex : POSITION;
                    float2 texcoord0 : TEXCOORD0;
                };
                struct VertexOutput {
                    float4 pos : SV_POSITION;
                    float2 uv0 : TEXCOORD0;
                    UNITY_FOG_COORDS(1)
                };
                VertexOutput vert (VertexInput v) {
                    VertexOutput o = (VertexOutput)0;
                    o.uv0 = v.texcoord0;
                    o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
                    UNITY_TRANSFER_FOG(o,o.pos);
                    return o;
                }
                float4 frag(VertexOutput i) : COLOR {
    ////// Lighting:
                    float4 node_9735 = Func0( i.uv0 , _BlurRadiusX , _BlurRadiusY , _TexSize );
                    float3 finalColor = node_9735.rgb;
                    float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                    fixed4 finalRGBA = fixed4(finalColor,(node_9735.a+(_MainTex_var.a*0.0)));
                    UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                    return finalRGBA;
                }
                ENDCG
            }
        }
        FallBack "Diffuse"
        CustomEditor "ShaderForgeMaterialInspector"
    }
    View Code

    我先留个记录,后面整理,最近太忙了··先这样吧 ->- >

    不行!!! 打成图集模糊的时候会出现旁边的象素误入的问题,还没办法解决!!!

    放弃此方法 而且裁减边太过于明显!!

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  • 原文地址:https://www.cnblogs.com/jwv5/p/9718216.html
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