Unity3D Shader:径向模糊

C#代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class blur_power : MonoBehaviour {

    [Range(0, 1f)]
    public float blurPower = 0.1f;

    [Range(0, 1)]
    public float blurLerp = 0.5f;

    public int downScale = 2;

    public Vector2 blurCenter = new Vector2(0.5f, 0.5f);

    public Material mat;

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        RenderTexture rt1 = RenderTexture.GetTemporary(source.height >> downScale, source.width >> downScale, 0, source.format);
        RenderTexture rt2 = RenderTexture.GetTemporary(source.height >> downScale, source.width >> downScale, 0, source.format);
        Graphics.Blit(source, rt1);

        mat.SetFloat("_blurPower", blurPower);
        mat.SetVector("_blurCenter", blurCenter);
        Graphics.Blit(rt1, rt2,mat, 0);

        mat.SetTexture("_blurTex", rt2);
        mat.SetFloat("_blurLerp", blurLerp);
        Graphics.Blit(source, destination, mat, 1);

        RenderTexture.ReleaseTemporary(rt1);
        RenderTexture.ReleaseTemporary(rt2);

    }
}

Shader代码: 

Shader "Unlit/Test"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_blurTex("blurTex",2D)="white"{}
	}
	CGINCLUDE
	sampler2D _MainTex;
	sampler2D _blurTex;
	float _blurPower;
	float2 _blurCenter;
	float _blurLerp;
	float4 _MainTex_TexelSize;
	#include "UnityCG.cginc"
	#define deifu_count 6

	fixed4 frag_blur(v2f_img i):SV_Target
	{
		float2 dir=i.uv-_blurCenter;
		float4 colorout;
		for(int j=0; j<deifu_count;j++)
		{
			float2 uv_s=i.uv+_blurPower*j*dir;
			colorout+=tex2D(_MainTex,uv_s);
		}
		colorout=colorout/6;
		return colorout;
	}

	struct v2f_lerp
	{
		float4 pos:POSITION;
		float2 uv1:TEXCOORD0;
		float2 uv2:TEXCOORD1;
	};

	v2f_lerp vert_lerp(appdata_img v)
	{
		v2f_lerp o;
		o.pos=UnityObjectToClipPos(v.vertex);
		o.uv1=v.vertex.xy;
		o.uv2=v.vertex.xy;
		return o;
	}

	float4 frag_lerp(v2f_lerp i):SV_Target
	{
		float2 dir=i.uv1-_blurCenter;
		float dis=length(dir);
		float4 mainTex=tex2D(_MainTex,i.uv1);
		float4 blurTex=tex2D(_blurTex,i.uv2);
		//return blurTex;
		return lerp(mainTex,blurTex,dis*_blurLerp*2);
	}
	ENDCG
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			ZWrite Off
			ZTest Off
			Cull Off

			CGPROGRAM
			#pragma vertex vert_img
			#pragma fragment frag_blur
			

			
			ENDCG
		}

		Pass
		{
			ZWrite Off
			ZTest Off
			Cull Off

			CGPROGRAM

			#pragma vertex vert_lerp
			#pragma fragment frag_lerp

			ENDCG
		}
	}
}

 

猜你喜欢

转载自blog.csdn.net/weixin_42452001/article/details/82984930