Shader "Custom/GaussBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
half4 _MainTex_TexelSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 blurFrag(v2f i)
{
//高斯模糊
half3x3 tpl = half3x3(
half3(1, 2, 1),
half3(2, 4, 2),
half3(1, 2, 1)
);
half dividend = 16;
/* 其他卷积模板,不同的卷积模板产生不同的模糊效果 */
/*
half3x3 tpl = half3x3(
half3(1, 1, 1),
half3(1, 1, 1),
half3(1, 1, 1)
);
half dividend = 9;
half3x3 tpl = half3x3(
half3(1, 1, 1),
half3(1, 2, 1),
half3(1, 1, 1)
);
half dividend = 10;
half3x3 tpl = half3x3(
half3(1, 1, 1),
half3(1, 0, 1),
half3(1, 1, 1)
);
half dividend = 8;
half3x3 tpl = half3x3(
half3(0, 1/4, 0),
half3(1/4, 1, 1/4),
half3(0, 1/4, 0)
);
half dividend = 2;
*/
//纹素宽度
half tx = _MainTex_TexelSize.x;
//纹素高度
half ty = _MainTex_TexelSize.y;
half x = i.uv.x;
half y = i.uv.y;
//3x3卷积模板(矩阵)
half2 uv11 = half2(x - tx, y - ty);
half2 uv12 = half2(x, y - ty);
half2 uv13 = half2(x + tx, y - ty);
half2 uv21 = half2(x - tx, y);
half2 uv22 = half2(x, y);
half2 uv23 = half2(x + tx, y);
half2 uv31 = half2(x - tx, y + ty);
half2 uv32 = half2(x, y + ty);
half2 uv33 = half2(x + tx, y + ty);
//对卷积模板对应的点进行纹理采样
fixed4 c11 = tex2D(_MainTex, uv11) * tpl[0][0];
fixed4 c12 = tex2D(_MainTex, uv12) * tpl[0][1];
fixed4 c13 = tex2D(_MainTex, uv13) * tpl[0][2];
fixed4 c21 = tex2D(_MainTex, uv21) * tpl[1][0];
fixed4 c22 = tex2D(_MainTex, uv22) * tpl[1][1];
fixed4 c23 = tex2D(_MainTex, uv23) * tpl[1][2];
fixed4 c31 = tex2D(_MainTex, uv31) * tpl[2][0];
fixed4 c32 = tex2D(_MainTex, uv32) * tpl[2][1];
fixed4 c33 = tex2D(_MainTex, uv33) * tpl[2][2];
//求平均值
fixed4 col = (c11 + c12 + c13 + c21 + c22 + c23 + c31 + c32 + c33) / dividend;
return col;
}
fixed4 frag (v2f i) : SV_Target
{
return blurFrag(i);
}
ENDCG
}
}
}
using System;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 模糊迭代器
/// </summary>
public class BlurIterator : MonoBehaviour
{
[SerializeField]
private RawImage m_RawImage;
[SerializeField]
private Material m_Material;
//调整高斯模糊迭代次数
[Range(0, 4)]
public int iterations = 3;
//降低采样数量
[Range(1, 8)]
public int downSample = 2;
void Start()
{
Blur();
}
public void Blur()
{
if (m_RawImage.texture == null)
return;
int width = m_RawImage.texture.width / downSample;
int height = m_RawImage.texture.height / downSample;
RenderTexture buffer0 = RenderTexture.GetTemporary(width, height);
buffer0.filterMode = FilterMode.Bilinear;
Graphics.Blit(m_RawImage.texture, buffer0);
//模糊迭代次数
for (int i = 0; i < iterations; i++)
{
RenderTexture buffer1 = RenderTexture.GetTemporary(width, height, 0);
//执行第一个Pass
Graphics.Blit(buffer0, buffer1, m_Material, 0);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
m_RawImage.texture = CreateTexture2D(buffer0);
RenderTexture.ReleaseTemporary(buffer0);
}
private Texture2D CreateTexture2D(RenderTexture rt)
{
int width = rt.width;
int height = rt.height;
Texture2D texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false);
RenderTexture.active = rt;
texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0);
texture2D.Apply();
return texture2D;
}
}