高斯滤波
高斯模糊使用了卷积计算,它使用的卷积核叫高斯核。高斯核的维数越高,模糊程度越大。
实现
首先创建cs脚本,利用两个临时缓存在迭代之间进行交替。
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
int rtW = source.width / downSample;
int rtH = source.height / downSample;
//分配一块小于屏幕大小的缓冲区 这样需要处理的像素就为几分之一
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
buffer0.filterMode = FilterMode.Bilinear;
Graphics.Blit(source, buffer0);
for (int i = 0; i < iterations ; i++)
{
material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 0);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
// Render the horizontal pass
Graphics.Blit(buffer0, buffer1, material, 1);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
Graphics.Blit(buffer0, destination);
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(source, destination);
}
}
首先定义一个缓存buffer0,并把source中的图像缩放后存到buffer0中。在迭代过程中定义了第二个缓存buffer1。在执行第一个Pass时,输入buffer0,输出buffer1,完毕后先把buffer0释放,再把buffer1存储到buffer0中,重新分配buffer1,再调pass2。迭代完后用Graphics.Blit(buffer0, destination)把结果显示到屏幕上。
shader内容:
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
float _BlurSize;
struct v2f {
float4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0; //5x5高斯核
};
v2f vertBlurVertical(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv;
o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) *_BlurSize;
o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) *_BlurSize;
o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) *_BlurSize;
o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) *_BlurSize;
return o;
}
v2f vertBlurHorizontal(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv;
o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
return o;
}
fixed4 fragBlur(v2f i) :SV_Target{
float weight[3] = {0.4026, 0.2442, 0.0545};
fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
for (int it = 1; it < 3; it++)
{
sum += tex2D(_MainTex, i.uv[it * 2 - 1]).rgb * weight[it];
sum += tex2D(_MainTex, i.uv[it * 2]).rgb * weight[it];
}
return fixed4(sum, 1.0);
}
ENDCG
ZTest Always Cull Off ZWrite Off
Pass {
NAME "GAUSSIAN_BLUR_VERTICAL"
CGPROGRAM
#pragma vertex vertBlurVertical
#pragma fragment fragBlur
ENDCG
}
Pass{
NAME "GAUSSIAN_BLUR_HORIZONTAL"
CGPROGRAM
#pragma vertex vertBlurHorizontal
#pragma fragment fragBlur
ENDCG
}
}
使用CGINCLUDE避免我们写两个一样的frag函数。
效果图: