Unity 高斯模糊

高斯模糊(英语:Gaussian Blur),也叫高斯平滑,通常用它来减少图像噪声以及降低细节层次。这种模糊技术生成的图像,其视觉效果就像是经过一个半透明屏幕在观察图像,这与镜头焦外成像效果散景以及普通照明阴影中的效果都明显不同。高斯平滑也用于计算机视觉算法中的预先处理阶段,以增强图像在不同比例大小下的图像效果(参见尺度空间表示以及尺度空间实现)。 从数学的角度来看,图像的高斯模糊过程就是图像与正态分布做卷积。由于正态分布又叫作高斯分布,所以这项技术就叫作高斯模糊。图像与圆形方框模糊做卷积将会生成更加精确的焦外成像效果。由于高斯函数的傅立叶变换是另外一个高斯函数,所以高斯模糊对于图像来说就是一个低通滤波器

Shader:

Shader "Unlit/GaosiBlur" 
{
    Properties
    {
        _MainTex("Base (RGB)", 2D) = "white" {}
    _BlurSize("Blur Size", Float) = 1.0
    }
    SubShader
    {
        //使用CGINCLUDE可以在多个pass中使用同一个函数,避免重复代码
        CGINCLUDE

        #include "UnityCG.cginc"

        sampler2D _MainTex;
        half4 _MainTex_TexelSize;
        float _BlurSize;

        struct v2f 
        {
            float4 pos : SV_POSITION;
            half2 uv[5]: TEXCOORD0;
        };

        v2f vertBlurVertical(appdata_img v) 
        {
            v2f o;
            o.pos = UnityObjectToClipPos(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) 
        {
            v2f o;
            o.pos = UnityObjectToClipPos(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 };

            fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];

            for (int it = 1; it < 3; it++) {
                sum += tex2D(_MainTex, i.uv[it * 2 - 1]).rgb * weight[it];
                sum += tex2D(_MainTex, i.uv[it * 2]).rgb * weight[it];
            }

            return fixed4(sum, 1.0);
        }

        ENDCG

        ZTest Always Cull Off ZWrite Off

        Pass 
        {
        NAME "GAUSSIAN_BLUR_VERTICAL"

            CGPROGRAM
    
            #pragma vertex vertBlurVertical  
            #pragma fragment fragBlur

            ENDCG
        }

        Pass 
        {
            NAME "GAUSSIAN_BLUR_HORIZONTAL"

            CGPROGRAM

            #pragma vertex vertBlurHorizontal  
            #pragma fragment fragBlur

            ENDCG
        }
    }
        FallBack "Diffuse"
}

 

脚本:

public Shader gaosiShader;

    private Material gaosiMaterial;
    // 搞死模糊处理的次数
    [Range(0, 4)]
    public int iterations = 3;

    // 越大越模糊
    [Range(0.2f, 3.0f)]
    public float blurSpread = 0.6f;

    //控制搞死模糊采样的图片分辨率,提高性能降低质量
    [Range(1, 8)]
    public int downSample = 2;
    private void GaosiBlur(RenderTexture source, RenderTexture destination)
    {
            int rtW = source.width / downSample;
            int rtH = source.height / downSample;

            RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
            buffer0.filterMode = FilterMode.Bilinear;

            Graphics.Blit(source, buffer0);

            for (int i = 0; i < iterations; i++)
            {
                gaosiMaterial.SetFloat("_BlurSize", 1.0f + i * blurSpread);

                RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

                // Render the vertical pass
                Graphics.Blit(buffer0, buffer1, gaosiMaterial, 0);

                RenderTexture.ReleaseTemporary(buffer0);
                buffer0 = buffer1;
                buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

                // Render the horizontal pass
                Graphics.Blit(buffer0, buffer1, gaosiMaterial, 1);

                RenderTexture.ReleaseTemporary(buffer0);
                buffer0 = buffer1;
            }

            Graphics.Blit(buffer0, destination);
            RenderTexture.ReleaseTemporary(buffer0);
    }

效果:

 

posted @ 2018-04-02 14:01  Litmin  阅读(4256)  评论(0编辑  收藏  举报