高斯模糊(英语:Gaussian Blur),也叫高斯平滑,通常用它来减少图像噪声以及降低细节层次。这种模糊技术生成的图像,其视觉效果就像是经过一个半透明屏幕在观察图像,这与镜头焦外成像效果散景以及普通照明阴影中的效果都明显不同。高斯平滑也用于计算机视觉算法中的预先处理阶段,以增强图像在不同比例大小下的图像效果(参见尺度空间表示以及尺度空间实现)。 从数学的角度来看,图像的高斯模糊过程就是图像与正态分布做卷积。由于正态分布又叫作高斯分布,所以这项技术就叫作高斯模糊。图像与圆形方框模糊做卷积将会生成更加精确的焦外成像效果。由于高斯函数的傅立叶变换是另外一个高斯函数,所以高斯模糊对于图像来说就是一个低通滤波器。
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "my/FrostedGlass"
{
Properties
{
_blurSizeXY("BlurSizeXY", Range(0,10)) = 2
}
SubShader
{
// 透明队列,在所有不透明的几何图形后绘制
Tags { "Queue" = "Transparent" }
// 采样后面的图像
GrabPass { }
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma debug
#pragma vertex vert
#pragma fragment frag
sampler2D _GrabTexture : register(s0);
float _blurSizeXY;
struct data
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
v2f vert(data i)
{
v2f o;
o.position = UnityObjectToClipPos(i.vertex);
o.screenPos = float4(o.position.x, o.position.y, o.position.z, o.position.w);
return o;
}
half4 frag(v2f i) : COLOR
{
float2 screenPos = i.screenPos.xy / i.screenPos.w;
float depth = _blurSizeXY * 0.0005;
screenPos.x = (screenPos.x + 1) * 0.5;
screenPos.y = 1 - (screenPos.y + 1) * 0.5;
half4 sum = half4(0,0,0,0);
sum += tex2D(_GrabTexture, float2(screenPos.x - 5.0 * depth, screenPos.y + 5.0 * depth)) * 0.025;
sum += tex2D(_GrabTexture, float2(screenPos.x + 5.0 * depth, screenPos.y - 5.0 * depth)) * 0.025;
sum += tex2D(_GrabTexture, float2(screenPos.x - 4.0 * depth, screenPos.y + 4.0 * depth)) * 0.05;
sum += tex2D(_GrabTexture, float2(screenPos.x + 4.0 * depth, screenPos.y - 4.0 * depth)) * 0.05;
sum += tex2D(_GrabTexture, float2(screenPos.x - 3.0 * depth, screenPos.y + 3.0 * depth)) * 0.09;
sum += tex2D(_GrabTexture, float2(screenPos.x + 3.0 * depth, screenPos.y - 3.0 * depth)) * 0.09;
sum += tex2D(_GrabTexture, float2(screenPos.x - 2.0 * depth, screenPos.y + 2.0 * depth)) * 0.12;
sum += tex2D(_GrabTexture, float2(screenPos.x + 2.0 * depth, screenPos.y - 2.0 * depth)) * 0.12;
sum += tex2D(_GrabTexture, float2(screenPos.x - 1.0 * depth, screenPos.y + 1.0 * depth)) * 0.15;
sum += tex2D(_GrabTexture, float2(screenPos.x + 1.0 * depth, screenPos.y - 1.0 * depth)) * 0.15;
sum += tex2D(_GrabTexture, screenPos - 5.0 * depth) * 0.025;
sum += tex2D(_GrabTexture, screenPos - 4.0 * depth) * 0.05;
sum += tex2D(_GrabTexture, screenPos - 3.0 * depth) * 0.09;
sum += tex2D(_GrabTexture, screenPos - 2.0 * depth) * 0.12;
sum += tex2D(_GrabTexture, screenPos - 1.0 * depth) * 0.15;
sum += tex2D(_GrabTexture, screenPos) * 0.16;
sum += tex2D(_GrabTexture, screenPos + 5.0 * depth) * 0.15;
sum += tex2D(_GrabTexture, screenPos + 4.0 * depth) * 0.12;
sum += tex2D(_GrabTexture, screenPos + 3.0 * depth) * 0.09;
sum += tex2D(_GrabTexture, screenPos + 2.0 * depth) * 0.05;
sum += tex2D(_GrabTexture, screenPos + 1.0 * depth) * 0.025;
return sum / 2;
}
ENDCG
}
}
Fallback Off
}
shader2
Shader "MyShader/BackBlur" {
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_Size ("Size", Range(0, 20)) = 1
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
SubShader {
// Horizontal blur
GrabPass {
Tags { "LightMode" = "Always" }
}
Pass {
Tags { "LightMode" = "Always" }
Name "BackBlurHor"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float4 color : COLOR;
};
v2f vert (appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.color = v.color;
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float4 _MainTex_TexelSize;
float _Size;
uniform float4 _Color;
// static float GaussianKernel[9] = {
// 0.05, 0.09, 0.12,
// 0.15, 0.18, 0.15,
// 0.12, 0.09, 0.05
// };
// static float GaussianKernel[19] = {
// 0.01, 0.02, 0.03, 0.04, 0.05, 0.06, 0.07, 0.08, 0.09,
// 0.1,
// 0.09, 0.08, 0.07, 0.06, 0.05, 0.04, 0.03, 0.02, 0.01,
// };
// static float GaussianKernelD[19] = {
// -9.0, -8.0, -7.0, -6.0, -5.0, -4.0, -3.0, -2.0, -1.0,
// 0.0,
// +1.0, +2.0, +3.0, +4.0, +5.0, +6.0, +7.0, +8.0, +9.0,
// };
half4 GrabPixel(v2f i, float weight, float kernelx){
if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
kernelx = 0;
}
return tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x*kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight;
}
half4 frag( v2f i ) : COLOR {
half4 sum = half4(0,0,0,0);
// #define GRABPIXEL(weight, kernelx) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GrabPixel(i, 0.05, -4.0);
sum += GrabPixel(i, 0.09, -3.0);
sum += GrabPixel(i, 0.12, -2.0);
sum += GrabPixel(i, 0.15, -1.0);
sum += GrabPixel(i, 0.18, 0.0);
sum += GrabPixel(i, 0.15, +1.0);
sum += GrabPixel(i, 0.12, +2.0);
sum += GrabPixel(i, 0.09, +3.0);
sum += GrabPixel(i, 0.05, +4.0);
// sum += GrabPixel(i, 0.01, -9.0);
// sum += GrabPixel(i, 0.02, -8.0);
// sum += GrabPixel(i, 0.03, -7.0);
// sum += GrabPixel(i, 0.04, -6.0);
// sum += GrabPixel(i, 0.05, -5.0);
// sum += GrabPixel(i, 0.06, -4.0);
// sum += GrabPixel(i, 0.07, -3.0);
// sum += GrabPixel(i, 0.08, -2.0);
// sum += GrabPixel(i, 0.09, -1.0);
// sum += GrabPixel(i, 0.10, 0.0);
// sum += GrabPixel(i, 0.09, +1.0);
// sum += GrabPixel(i, 0.08, +2.0);
// sum += GrabPixel(i, 0.07, +3.0);
// sum += GrabPixel(i, 0.06, +4.0);
// sum += GrabPixel(i, 0.05, +5.0);
// sum += GrabPixel(i, 0.04, +6.0);
// sum += GrabPixel(i, 0.03, +7.0);
// sum += GrabPixel(i, 0.02, +8.0);
// sum += GrabPixel(i, 0.01, +9.0);
float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
float decayFactor = 1.0f;
if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
decayFactor = 0;
}
sum = lerp(col5, sum, decayFactor) * i.color * _Color;
return sum;
}
ENDCG
}
// Vertical blur
GrabPass {
Tags { "LightMode" = "Always" }
}
Pass {
Tags { "LightMode" = "Always" }
Name "BackBlurVer"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
float4 color : COLOR;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float4 color : COLOR;
};
v2f vert (appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.color = v.color;
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
float _Size;
uniform float4 _Color;
half4 GrabPixel(v2f i, float weight, float kernely){
if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
kernely = 0;
}
return tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y*kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight;
}
half4 frag( v2f i ) : COLOR {
half4 sum = half4(0,0,0,0);
// #define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GrabPixel(i, 0.05, -4.0);
sum += GrabPixel(i, 0.09, -3.0);
sum += GrabPixel(i, 0.12, -2.0);
sum += GrabPixel(i, 0.15, -1.0);
sum += GrabPixel(i, 0.18, 0.0);
sum += GrabPixel(i, 0.15, +1.0);
sum += GrabPixel(i, 0.12, +2.0);
sum += GrabPixel(i, 0.09, +3.0);
sum += GrabPixel(i, 0.05, +4.0);
// sum += GrabPixel(i, 0.01, -9.0);
// sum += GrabPixel(i, 0.02, -8.0);
// sum += GrabPixel(i, 0.03, -7.0);
// sum += GrabPixel(i, 0.04, -6.0);
// sum += GrabPixel(i, 0.05, -5.0);
// sum += GrabPixel(i, 0.06, -4.0);
// sum += GrabPixel(i, 0.07, -3.0);
// sum += GrabPixel(i, 0.08, -2.0);
// sum += GrabPixel(i, 0.09, -1.0);
// sum += GrabPixel(i, 0.10, 0.0);
// sum += GrabPixel(i, 0.09, +1.0);
// sum += GrabPixel(i, 0.08, +2.0);
// sum += GrabPixel(i, 0.07, +3.0);
// sum += GrabPixel(i, 0.06, +4.0);
// sum += GrabPixel(i, 0.05, +5.0);
// sum += GrabPixel(i, 0.04, +6.0);
// sum += GrabPixel(i, 0.03, +7.0);
// sum += GrabPixel(i, 0.02, +8.0);
// sum += GrabPixel(i, 0.01, +9.0);
float4 col5 = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
float decayFactor = 1.0f;
if (i.uvgrab.x == 0 && i.uvgrab.y == 0){
decayFactor = 0;
}
sum = lerp(col5, sum, decayFactor) * i.color * _Color;
return sum;
}
ENDCG
}
}
}
}
原文链接:https://blog.csdn.net/qq_35711014/article/details/106799394