PostEffectsBase.cs
using UnityEngine; using System.Collections; [ExecuteInEditMode] [RequireComponent (typeof(Camera))] public class PostEffectsBase : MonoBehaviour { // Called when start protected void CheckResources() { bool isSupported = CheckSupport(); if (isSupported == false) { NotSupported(); } } // Called in CheckResources to check support on this platform protected bool CheckSupport() { if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) { Debug.LogWarning("This platform does not support image effects or render textures."); return false; } return true; } // Called when the platform doesn't support this effect protected void NotSupported() { enabled = false; } protected void Start() { CheckResources(); } // Called when need to create the material used by this effect protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) { if (shader == null) { return null; } if (shader.isSupported && material && material.shader == shader) return material; if (!shader.isSupported) { return null; } else { material = new Material(shader); material.hideFlags = HideFlags.DontSave; if (material) return material; else return null; } } }
GaussianBlur.cs
using UnityEngine; using System.Collections; public class GaussianBlur : PostEffectsBase { public Shader gaussianBlurShader; private Material gaussianBlurMaterial = null; public Material material { get { gaussianBlurMaterial = CheckShaderAndCreateMaterial(gaussianBlurShader, gaussianBlurMaterial); return gaussianBlurMaterial; } } // Blur iterations - larger number means more blur. [Range(0, 4)] public int iterations = 3; // Blur spread for each iteration - larger value means more blur [Range(0.2f, 3.0f)] public float blurSpread = 0.6f; [Range(1, 8)] public int downSample = 2; void OnRenderImage (RenderTexture src, RenderTexture dest) { if (material != null) { int rtW = src.width/downSample; int rtH = src.height/downSample; RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0); buffer0.filterMode = FilterMode.Bilinear; Graphics.Blit(src, buffer0); for (int i = 0; i < iterations; i++) { material.SetFloat("_BlurSize", 1.0f + i * blurSpread); RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0); // Render the vertical pass Graphics.Blit(buffer0, buffer1, material, 0); RenderTexture.ReleaseTemporary(buffer0); buffer0 = buffer1; buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0); // Render the horizontal pass Graphics.Blit(buffer0, buffer1, material, 1); RenderTexture.ReleaseTemporary(buffer0); buffer0 = buffer1; } Graphics.Blit(buffer0, dest); RenderTexture.ReleaseTemporary(buffer0); } else { Graphics.Blit(src, dest); } } }
内置渲染管线
Shader "SunY/C12-GaussianBlur" { Properties { _MainTex("Main Tex", 2D) = "white"{} _BlurSize("Blur Size", float) = 1 } SubShader { ZTest Always ZWrite Off Cull Off CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_TexelSize; float _BlurSize; struct v2f { float4 pos : SV_POSITION; half2 uv[5] : TEXCOORD0; }; v2f vertBlurVertical(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; } v2f vertBlurHorizontal(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); half2 uv = v.texcoord; o.uv[0] = uv; o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize; o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize; o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize; o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize; return o; } fixed4 frag(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*2-1]).rgb * weight[it]; sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it]; } return fixed4(sum, 1); } ENDCG Pass { CGPROGRAM #pragma vertex vertBlurVertical #pragma fragment frag ENDCG } Pass { CGPROGRAM #pragma vertex vertBlurHorizontal #pragma fragment frag ENDCG } } }
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