本文實(shí)例為大家分享了Unity shader實(shí)現(xiàn)高斯模糊效果的具體代碼,供大家參考,具體內(nèi)容如下
正常圖:

高斯模糊效果圖:

shader代碼:
Shader "Custom/GaoSiMoHu"{ Properties { _MainTex ("Texture", 2D) = "white" {} _BlurSize("Blur size",Float)=1.0 } SubShader { ZTest Always cull off ZWrite off CGINCLUDE//這個可以使其他pass塊都可以使用,而不用在兩個pass里都寫,減少了寫的次數(shù) 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"http://這個pass的唯一名字,可以在其他地方調(diào)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 } }}調(diào)節(jié)_BlurSize即可看到效果
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持武林網(wǎng)。
新聞熱點(diǎn)
疑難解答
圖片精選