//-----------------------------------------------【Shader说明】-------------------------------------------------------- // Shader功能: 2D模糊 // 核心思路: 在片源着色器里对单个图元累加周边的颜色然后再取平均,高斯模糊涉及到高斯公式(高斯正太分布公式) //--------------------------------------------------------------------------------------------------------------------- Shader "2D模糊" { Properties { _MainTex ("Texture", 2D) = "white" {} _BlurRadius ("BlurRadius", Range(2, 15)) = 5 //模糊半径 _TextureSize ("TextureSize", Float) = 640 } SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; int _BlurRadius; float _TextureSize; //这一步其实可以用计算出来的常量来替代,不需要在循环中每一步计算 float GetGaussWeight(float x, float y, float sigma) { float sigma2 = pow(sigma, 2.0f); //pow 次方公式 这里是平方 float left = 1 / (2 * sigma2 * 3.1415926f); float right = exp(-(x*x+y*y)/(2*sigma2)); //e的指数幂 return left * right; } fixed4 GaussBlur(float2 uv) //高斯模糊 根据高斯公式计算出的颜色值 { //因为高斯函数中3σ以外的点的权重已经很小了,因此σ取半径r/3的值 float sigma = (float)_BlurRadius / 3.0f; float4 col = float4(0, 0, 0, 0); for (int x = - _BlurRadius; x <= _BlurRadius; ++x) { for (int y = - _BlurRadius; y <= _BlurRadius; ++y) { //获取周围像素的颜色 //因为uv是0-1的一个值,而像素坐标是整形,我们要取材质对应位置上的颜色,需要将整形的像素坐标 //转为uv上的坐标值 float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize)); //获取此像素的权重 float weight = GetGaussWeight(x, y, sigma); //计算此点的最终颜色 col += color * weight; //颜色乘以权重 } } return col; } fixed4 SimpleBlur(float2 uv) { float4 col = float4(0, 0, 0, 0); for (int x = - _BlurRadius; x <= _BlurRadius; ++x) { for (int y = - _BlurRadius; y <= _BlurRadius; ++y) { float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize)); //简单的进行颜色累加 col += color; } } //取平均数,所取像素为边长为(半径*2+1)的矩阵 col = col / pow(_BlurRadius * 2 + 1, 2.0f); return col; } fixed4 frag (v2f i) : SV_Target { //float4 col = GaussBlur(i.uv); float4 col = SimpleBlur(i.uv); return col; } ENDCG } } FallBack "Diffuse" }
原文:https://www.cnblogs.com/weigangblog/p/13223716.html