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Unity3D Shader 高斯模糊

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//Shader

Shader "Hidden/GaussianBlur"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _BlurSize ("Blur Size", Float) = 0.1
    }

    CGINCLUDE

    #include "UnityCG.cginc"

    sampler2D _MainTex;  
    uniform half4 _MainTex_TexelSize;  
    uniform float _BlurSize;  

    
static const half weight[4] = {0.0205, 0.0855, 0.232, 0.324}; static const half4 coordOffset = half4(1.0h,1.0h,-1.0h,-1.0h); struct v2f_blurSGX { float4 pos:SV_POSITION; half2 uv:TEXCOORD0; half4 uvoff[3]:TEXCOORD1; }; v2f_blurSGX vert_BlurHorizontal(appdata_img v) { v2f_blurSGX o; o.pos
= mul(UNITY_MATRIX_MVP,v.vertex); o.uv = v.texcoord.xy; half2 offs = _MainTex_TexelSize.xy*half2(1,0)*_BlurSize; o.uvoff[0] = v.texcoord.xyxy+offs.xyxy*coordOffset*3; o.uvoff[1] = v.texcoord.xyxy+offs.xyxy*coordOffset*2; o.uvoff[2] = v.texcoord.xyxy+offs.xyxy*coordOffset;
return o; } v2f_blurSGX vert_BlurVertical(appdata_img v) { v2f_blurSGX o; o.pos = mul(UNITY_MATRIX_MVP,v.vertex); o.uv = v.texcoord.xy; half2 offs = _MainTex_TexelSize.xy*half2(0,1)*_BlurSize; o.uvoff[0] = v.texcoord.xyxy+offs.xyxy*coordOffset*3; o.uvoff[1] = v.texcoord.xyxy+offs.xyxy*coordOffset*2; o.uvoff[2] = v.texcoord.xyxy+offs.xyxy*coordOffset; return o; } fixed4 frag_Blur(v2f_blurSGX i):SV_Target { fixed4 c = tex2D(_MainTex,i.uv)*weight[3]; for(int idx=0; idx<3; idx++) { c+=tex2D(_MainTex,i.uvoff[idx].xy)*weight[idx]; c+=tex2D(_MainTex,i.uvoff[idx].zw)*weight[idx]; } return c; } ENDCG SubShader { // No culling or depth Cull Off ZWrite Off Pass { ZTest Always CGPROGRAM #pragma vertex vert_BlurHorizontal #pragma fragment frag_Blur ENDCG } Pass { ZTest Always CGPROGRAM #pragma vertex vert_BlurVertical #pragma fragment frag_Blur ENDCG } } }

//c#

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(Camera))]
[ExecuteInEditMode]
public class Blur : MonoBehaviour {

    public Material ma;

    public float BlurSize =10;
    public int interator = 2;



    void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture)
    {    

        ma.SetFloat ("_BlurSize", BlurSize);
        int rtW = sourceTexture.width/8;
        int rtH = sourceTexture.height/8;


        RenderTexture rtTempA = RenderTexture.GetTemporary (rtW, rtH, 0, sourceTexture.format);
        rtTempA.filterMode = FilterMode.Bilinear;

        RenderTexture rtTempB = RenderTexture.GetTemporary (rtW, rtH, 0, sourceTexture.format);
        rtTempB.filterMode = FilterMode.Bilinear;


        for (int i = 0; i < interator; i++) {
            if (0 == i) {
                Graphics.Blit (sourceTexture, rtTempA,ma,0);
                Graphics.Blit (rtTempA, rtTempB, ma, 1);
            } else {
                    
                Graphics.Blit (rtTempB, rtTempA, ma, 0);
                Graphics.Blit (rtTempA, rtTempB,ma,1);
            }

        }


  

        Graphics.Blit(rtTempB, destTexture);

        RenderTexture.ReleaseTemporary(rtTempA);
        RenderTexture.ReleaseTemporary(rtTempB);
    }





}

Unity3D Shader 高斯模糊