unity毛玻璃效果(高斯模糊)

10 篇文章 0 订阅

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

  • 1
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值