// 高斯模糊
/**
3*3 高斯矩阵 col/16
float3X3 rot = {
1,2,1,
2,4,2,
1,2,1,
}
把某一个像素的相邻像素和自身按照比例进行了混合,用新的值代替原像素
**/
Shader "Hidden/11-BlurShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
/**
要获取像素点周围的所有像素
3*3 高斯矩阵 col/16
float3X3 rot = {
1,2,1,
2,4,2,
1,2,1,
}
**/
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(-1,-1))*1;
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(0,-1))*2;
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(1,-1))*1;
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(-1,0))*2;
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(0,0))*4;
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(1,0))*2;
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(-1,1))*1;
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(0,1))*2;
col+= tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*fixed2(1,1))*1;
col = col/16;
return col;
}
ENDCG
}
}
}
03-20
983
06-11
1142
04-07
601