using UnityEngine; public class Mohua : MonoBehaviour { public Material mat; [Range(0, 4)] public int iterations = 3; //处理次数,越多次越模糊 [Range(0.2f, 3.0f)] public float blurSpread = 0.6f; //模糊程度 [Range(1, 8)] public int downSample = 2; //取样缩放 private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (mat != null) { int rtW = source.width / downSample; int rtH = source.height / downSample; RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0); buffer0.filterMode = FilterMode.Bilinear; Graphics.Blit(source, buffer0); for (int i = 0; i < iterations; i++)//处理的次数 { mat.SetFloat("_BlurSize", 1.0f + i * blurSpread); RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0); Graphics.Blit(buffer0, buffer1, mat, 0);//使用第一个pass做垂直方向的处理 RenderTexture.ReleaseTemporary(buffer0); buffer0 = buffer1; buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0); Graphics.Blit(buffer0, buffer1, mat, 1); //使用第二个pass做水平方向的处理 RenderTexture.ReleaseTemporary(buffer0); buffer0 = buffer1; } Graphics.Blit(buffer0, destination);//显示处理后的图像 RenderTexture.ReleaseTemporary(buffer0); } else { Graphics.Blit(source, destination); } } }
Shader "Unlit/gsMohu" { Properties { _MainTex ("Texture", 2D) = "white" {} _BlurSize ("Blur Size",Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 CGINCLUDE //声明一块公用的 #include "UnityCG.cginc" struct v2f { float2 uv[5] : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; half4 _MainTex_TexelSize; float _BlurSize; v2f vertBlurVertical (appdata_img v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); half2 uv = v.texcoord; //竖直方向的5个点取样,_BlurSize越大,取样的间距越大,模糊就越大 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.vertex = UnityObjectToClipPos(v.vertex); half2 uv = v.texcoord; //水平方向的5个点取样 o.uv[0] = uv; o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.x * 1.0) * _BlurSize; o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.x * 1.0) * _BlurSize; o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.x * 2.0) * _BlurSize; o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.x * 2.0) * _BlurSize; return o; } fixed4 frag(v2f i) : SV_Target { float weight[3] = {0.4026,0.2442,0.0545}; //根据高斯方程计算处理啊的,标准方差为1,每个值相加为1 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 "GAUSSING_BLUR_VERTICAL" //为Pass命名,方便在其他SubShader中重用 CGPROGRAM #pragma vertex vertBlurVertical #pragma fragment frag ENDCG } Pass { NAME "GAUSSING_BLUR_GORIZONTAL" CGPROGRAM #pragma vertex vertBlurHorizontal #pragma fragment frag ENDCG } } FallBack "Diffuse" }
高斯方程
单通道 单独处理单个方向 传offset参数
Shader "PostEffect/SeparableGlassBlur" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct appdata_img { float4 vertex:POSITION; float2 texcoord:TEXCOORD0; }; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; float4 uv01 : TEXCOORD1; float4 uv23 : TEXCOORD2; float4 uv45 : TEXCOORD3; }; float4 offsets; sampler2D _MainTex; v2f vert (appdata_img v) { v2f o; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.pos = vertexInput.positionCS; o.uv.xy = v.texcoord.xy; o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; return o; } half4 frag (v2f i) : COLOR { half4 color = float4 (0,0,0,0); color += 0.40 * tex2D (_MainTex, i.uv); color += 0.15 * tex2D (_MainTex, i.uv01.xy); color += 0.15 * tex2D (_MainTex, i.uv01.zw); color += 0.10 * tex2D (_MainTex, i.uv23.xy); color += 0.10 * tex2D (_MainTex, i.uv23.zw); color += 0.05 * tex2D (_MainTex, i.uv45.xy); color += 0.05 * tex2D (_MainTex, i.uv45.zw); return color; } ENDHLSL Subshader { Pass { ZTest Always Cull Off ZWrite Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag ENDHLSL } } }