环境:
unity2021.3.x
效果:
模糊前:
模糊后:
模糊前:
模糊后:
实现核心思路(shader):
SubShader {CGINCLUDE#include "UnityCG.cginc"sampler2D _MainTex; // 主纹理half4 _MainTex_TexelSize; // _MainTex的像素尺寸大小, float4(1/width, 1/height, width, height)float _BlurSize; // 模糊尺寸(纹理坐标的偏移量)struct v2f {float4 pos : SV_POSITION; // 模型空间顶点坐标half2 uv[5]: TEXCOORD0; // 5个邻域的纹理坐标};v2f vertBlurVertical(appdata_img v) { // 垂直模糊顶点着色器v2f o;o.pos = UnityObjectToClipPos(v.vertex); // 模型空间顶点坐标变换到裁剪空间, 等价于: mul(UNITY_MATRIX_MVP, 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) { // 水平模糊顶点着色器v2f o;o.pos = UnityObjectToClipPos(v.vertex); // 模型空间顶点坐标变换到裁剪空间, 等价于: mul(UNITY_MATRIX_MVP, 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 fragBlur(v2f i) : SV_Target {float weight[3] = {0.4026, 0.2442, 0.0545}; // 大小为5的一维高斯核,实际只需记录3个权值fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];for (int j = 1; j < 3; j++) {sum += tex2D(_MainTex, i.uv[j * 2 - 1]).rgb * weight[j]; // 中心右侧或下侧的纹理*权值sum += tex2D(_MainTex, i.uv[j * 2]).rgb * weight[j]; // 中心左侧或上侧的纹理*权值}return fixed4(sum, 1.0);}ENDCGZTest Always Cull Off ZWrite OffPass {NAME "GAUSSIAN_BLUR_VERTICAL"CGPROGRAM#pragma vertex vertBlurVertical #pragma fragment fragBlurENDCG }Pass { NAME "GAUSSIAN_BLUR_HORIZONTAL"CGPROGRAM #pragma vertex vertBlurHorizontal #pragma fragment fragBlurENDCG}}
github地址:高斯模糊 Github地址