Unity Shader 屏幕后处理效果 高斯模糊

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

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