高斯前
高斯后
代码
using UnityEngine;
public class GaussianBlur : PostEffectsBase
{
public Shader gaussianBlurShader;
private Material gaussianBlurMaterial = null;
public Material material
{
get
{
gaussianBlurMaterial = CheckShaderAndCreateMaterial(gaussianBlurShader, gaussianBlurMaterial);
return gaussianBlurMaterial;
}
}
// Blur iterations - larger number means more blur.
[Range(0, 4)]
public int iterations = 3;
// Blur spread for each iteration - larger value means more blur
[Range(0.2f, 3.0f)]
public float blurSpread = 0.6f;
[Range(1, 8)]
public int downSample = 2;
/// 1st edition: just apply blur
// void OnRenderImage(RenderTexture src, RenderTexture dest) {
// if (material != null) {
// int rtW = src.width;
// int rtH = src.height;
// RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
//
// // Render the vertical pass
// Graphics.Blit(src, buffer, material, 0);
// // Render the horizontal pass
// Graphics.Blit(buffer, dest, material, 1);
//
// RenderTexture.ReleaseTemporary(buffer);
// } else {
// Graphics.Blit(src, dest);
// }
// }
/// 2nd edition: scale the render texture
// void OnRenderImage (RenderTexture src, RenderTexture dest) {
// if (material != null) {
// int rtW = src.width/downSample;
// int rtH = src.height/downSample;
// RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
// buffer.filterMode = FilterMode.Bilinear;
//
// // Render the vertical pass
// Graphics.Blit(src, buffer, material, 0);
// // Render the horizontal pass
// Graphics.Blit(buffer, dest, material, 1);
//
// RenderTexture.ReleaseTemporary(buffer);
// } else {
// Graphics.Blit(src, dest);
// }
// }
/// 3rd edition: use iterations for larger blur
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (material != null)
{
int rtW = src.width / downSample;
int rtH = src.height / downSample;
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
buffer0.filterMode = FilterMode.Bilinear;
Graphics.Blit(src, buffer0);
for (int i = 0; i < iterations; i++)
{
material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
// Render the vertical pass
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, dest);
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(src, dest);
}
}
}
shader
Shader "MyShader/GaussianBlur"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_BlurSize("Blur Size", Float) = 1.0
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
float _BlurSize;
struct v2f
{
float4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0;
};
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
}
}
FallBack "Diffuse"
}
参考 我买的 unity shader 入门精要