C#代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GaoSiMouHu : MonoBehaviour {
//高斯模糊 正态分布
public Material mat;
public float radio=1f;//半径
public int downSample = 1;//分辨率进行缩放
public int iteration = 1;//迭代次数
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
RenderTexture rt1 = RenderTexture.GetTemporary(source.width >> downSample, source.height >> downSample, 0, source.format);
RenderTexture rt2 = RenderTexture.GetTemporary(source.width >> downSample, source.height >> downSample, 0, source.format);
Graphics.Blit(source, rt1);
for (int i = 0; i < iteration; i++)
{
mat.SetVector("_Offset", new Vector4(0, radio, 0, 0));
Graphics.Blit(rt1, rt2, mat);
mat.SetVector("_Offset", new Vector4(radio, 0, 0, 0));
Graphics.Blit(rt2, rt1, mat);
}
Graphics.Blit(rt1, destination);
RenderTexture.ReleaseTemporary(rt1);
RenderTexture.ReleaseTemporary(rt2);
}
}
Shader代码:
Shader "Unlit/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 uv01:TEXCOORD1;
float4 uv23:TEXCOORD2;
float4 uv45:TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float4 _Offset;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv =v.vertex.xy;
_Offset*=_MainTex_TexelSize.xyxy;
o.uv01=v.vertex.xyxy+_Offset.xyxy*float4(1,1,-1,-1);
o.uv23=v.vertex.xyxy+_Offset.xyxy*float4(1,1,-1,-1)*2.0;
o.uv45=v.vertex.xyxy+_Offset.xyxy*float4(1,1,-1,-1)*3.0;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col =fixed4(0,0,0,0);//正态分布,权值线性变化
col+=0.4*tex2D(_MainTex,i.uv);
col+=0.15*tex2D(_MainTex,i.uv01.xy);
col+=0.15*tex2D(_MainTex,i.uv01.zw);
col+=0.10*tex2D(_MainTex,i.uv23.xy);
col+=0.10*tex2D(_MainTex,i.uv23.zw);
col+=0.05*tex2D(_MainTex,i.uv45.xy);
col+=0.05*tex2D(_MainTex,i.uv45.zw);
return col;
}
ENDCG
}
}
}