//-----------------------------------------------【Shader说明】--------------------------------------------------------
// Shader功能: 2D模糊
// 核心思路: 在片源着色器里对单个图元累加周边的颜色然后再取平均,高斯模糊涉及到高斯公式(高斯正太分布公式)
//---------------------------------------------------------------------------------------------------------------------
Shader "2D模糊"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BlurRadius ("BlurRadius", Range(2, 15)) = 5 //模糊半径
_TextureSize ("TextureSize", Float) = 640
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
int _BlurRadius;
float _TextureSize;
//这一步其实可以用计算出来的常量来替代,不需要在循环中每一步计算
float GetGaussWeight(float x, float y, float sigma)
{
float sigma2 = pow(sigma, 2.0f); //pow 次方公式 这里是平方
float left = 1 / (2 * sigma2 * 3.1415926f);
float right = exp(-(x*x+y*y)/(2*sigma2)); //e的指数幂
return left * right;
}
fixed4 GaussBlur(float2 uv) //高斯模糊 根据高斯公式计算出的颜色值
{
//因为高斯函数中3σ以外的点的权重已经很小了,因此σ取半径r/3的值
float sigma = (float)_BlurRadius / 3.0f;
float4 col = float4(0, 0, 0, 0);
for (int x = - _BlurRadius; x <= _BlurRadius; ++x)
{
for (int y = - _BlurRadius; y <= _BlurRadius; ++y)
{
//获取周围像素的颜色
//因为uv是0-1的一个值,而像素坐标是整形,我们要取材质对应位置上的颜色,需要将整形的像素坐标
//转为uv上的坐标值
float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
//获取此像素的权重
float weight = GetGaussWeight(x, y, sigma);
//计算此点的最终颜色
col += color * weight; //颜色乘以权重
}
}
return col;
}
fixed4 SimpleBlur(float2 uv)
{
float4 col = float4(0, 0, 0, 0);
for (int x = - _BlurRadius; x <= _BlurRadius; ++x)
{
for (int y = - _BlurRadius; y <= _BlurRadius; ++y)
{
float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
//简单的进行颜色累加
col += color;
}
}
//取平均数,所取像素为边长为(半径*2+1)的矩阵
col = col / pow(_BlurRadius * 2 + 1, 2.0f);
return col;
}
fixed4 frag (v2f i) : SV_Target
{
//float4 col = GaussBlur(i.uv);
float4 col = SimpleBlur(i.uv);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}