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Unity shader实现高斯模糊效果

时间:2022-07-29 09:23:29 | 栏目:.NET代码 | 点击:

本文实例为大家分享了Unity shader实现高斯模糊效果的具体代码,供大家参考,具体内容如下

正常图:

高斯模糊效果图:

shader代码:

Shader "Custom/GaoSiMoHu"
{
 Properties
 {
 _MainTex ("Texture", 2D) = "white" {}
 _BlurSize("Blur size",Float)=1.0
 }
 SubShader
 {
 ZTest Always
 cull off
 ZWrite off

 CGINCLUDE//这个可以使其他pass块都可以使用,而不用在两个pass里都写,减少了写的次数
 sampler2D _MainTex;
 half4 _MainTex_TexelSize;
 float _BlurSize;
 struct v2f{
  float4 pos:SV_POSITION;
  half2 uv[5]:TEXCOORD0;
 };
 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]).rgb * weight[it];
  sum += tex2D(_MainTex,i.uv[2 * it]).rgb * weight[it];
  }

  return fixed4(sum,1.0);
 }
 ENDCG

 Pass{
  NAME "GAUSSIAN_BLUR_VERTICAL"//这个pass的唯一名字,可以在其他地方调用,usepass + 名字
  CGPROGRAM

  #pragma vertex vertlurVertical
  #pragma fragment fragBlur
  #include "UnityCG.cginc"
  
  v2f vertlurVertical(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;
  }
  ENDCG
 }

 Pass{
  NAME "GAUSSIAN_BLUR_HORIZONTAL"
  CGPROGRAM
  #pragma vertex vertlurHorizontal
  #pragma fragment fragBlur
  #include "UnityCG.cginc"

  v2f vertlurHorizontal(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.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;
  }
  ENDCG
 }
 }
}

调节_BlurSize即可看到效果

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