religion/Assets/Shader/高斯模糊/GaussianBlur.shader

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Squashed commit of the following: commit 994279b09e8676155176aecbcd43f13ab90f2c92 Author: SAIPO <grasste0403@hotmail.com> Date: Mon Nov 29 23:59:44 2021 +0800 任务:编写效果Shader 1.增加了通过高斯模糊公式实现的高斯模糊shader(建议用在背景层,让画面有一些景深感觉) 2.增加了像素化的shader,通过在片元着色器上的uv合并,可以使贴图变为像素风格 3.增加了闪光划过的shader commit 271e45aeb97212640573a9faf71483cece293043 Author: SAIPO <grasste0403@hotmail.com> Date: Mon Nov 29 23:09:30 2021 +0800 11.29合并分支 commit dfa618fabaf36626e1b92e7ab34c87d497bcdeb3 Author: SAIPO <grasste0403@hotmail.com> Date: Sat Nov 27 13:42:16 2021 +0800 合并分支 commit de8d79b73e560814ff9fc8a0c3418009682c5ef8 Author: SAIPO <grasste0403@hotmail.com> Date: Tue Nov 23 21:25:44 2021 +0800 任务:搭建Mysql数据库相关框架 1.完成Mysql动态链接库的导入 2.实现基本的服务器连接数据框架 3.实现Sql语句查询框架 # Conflicts: # Assets/Behavior Designer/Resources/BehaviorDesignerGlobalVariables.asset.meta # Assets/Demigiant/DOTween/Editor.meta # Assets/Fungus/Integrations/Playmaker/Fungus-PlayMaker.unitypackage.meta # Assets/Fungus/Integrations/Spine/Fungus-Spine.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta # Assets/Plugins/Sirenix/Demos/Sample - RPG Editor.unitypackage.meta # Assets/Shader.meta # Assets/Shader/像素化.meta
2021-11-30 00:50:39 +08:00
Shader "Unlit/GaussianBlur"
{
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Properties
{
_MainTex ("Texture", 2D) = "white" {} //基础贴图
_BlurRadius ("BlurRadius", Range(2, 15)) = 5 //模糊半径
_TextureSize ("TextureSize", Float) = 640
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
int _BlurRadius;
float _TextureSize;
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
{
float sigma = (float)_BlurRadius / 3.0f;//权重
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
//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));
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;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 col = SimpleBlur(i.uv);
return col;
}
ENDCG
}
}
}