115 lines
5.2 KiB
Plaintext
115 lines
5.2 KiB
Plaintext
![]() |
Shader "Unlit/GaussianBlur"
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{
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//
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// ## # # # # # # #
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// ## # # ##### # # # ##### # ####
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// ############# ########### # ######### ######### #
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// ######## # ### ##### # # #### # # #
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// # ## ############ ## ####### ### # ####
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// ######## # ### # ### ####### ######### #
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// ####### # ##### # ######## #
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// ########### # ### # ############ #### ## #
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// # ####### # ######### # ### # ##### #####
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// # ## ## # #### ## # # ######### ##### ## #
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// # ## ## # ## #### # # ### # # ## ## #
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// # ####### # ## #### # # ### ### # ########
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// # ### # ## # # ### ### # #####
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// #
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {} //基础贴图
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_BlurRadius ("BlurRadius", Range(2, 15)) = 5 //模糊半径
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_TextureSize ("TextureSize", Float) = 640
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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int _BlurRadius;
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float _TextureSize;
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float GetGaussWeight(float x, float y, float sigma)
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{
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float sigma2 = pow(sigma, 2.0f); //pow 次方公式 这里是平方
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float left = 1 / (2 * sigma2 * 3.1415926f);
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float right = exp(-(x*x+y*y)/(2*sigma2)); //e的指数幂
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return left * right;
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}
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fixed4 GaussBlur(float2 uv) //高斯模糊 根据高斯公式计算出的颜色值
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{
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float sigma = (float)_BlurRadius / 3.0f;//权重
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float4 col = float4(0, 0, 0, 0);
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for (int x = - _BlurRadius; x <= _BlurRadius; ++x)
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{
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for (int y = - _BlurRadius; y <= _BlurRadius; ++y)
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{
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//获取周围像素的颜色
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//转为uv上的坐标值
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float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
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//获取此像素的权重
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float weight = GetGaussWeight(x, y, sigma);
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//计算此点的最终颜色
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col += color * weight; //颜色乘以权重
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}
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}
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return col;
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}
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fixed4 SimpleBlur(float2 uv)
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{
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float4 col = float4(0, 0, 0, 0);
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for (int x = - _BlurRadius; x <= _BlurRadius; ++x)
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{
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for (int y = - _BlurRadius; y <= _BlurRadius; ++y)
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{
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float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
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col += color;
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}
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}
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//取平均数,所取像素为边长为(半径*2+1)的矩阵
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col = col / pow(_BlurRadius * 2 + 1, 2.0f);
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return col;
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}
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float4 col = SimpleBlur(i.uv);
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return col;
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}
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ENDCG
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}
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}
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}
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