shader 均值模糊

2020-09-17 19:16发布

最近了解了一下模糊效果,顺便写了一下,下面是均值模糊算法。

Shader "Unlit/Average"

{

Properties

{

_MainTex("Main Texture", 2D) = "white" {}

_BlurSpread("Blur Spread", Range(1,20)) = 2

}

SubShader

{

CGINCLUDE

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

sampler2D _MainTex;

float4 _MainTex_ST;

float _BlurSpread;

struct appdata

{

float4 vertex : POSITION;

float2 uv : TEXCOORD0;

};

struct v2f

{

float4 pos : SV_POSITION;

float2 uv : TEXCOORD0;

};

v2f vert(appdata v)

{

v2f o;

o.pos = UnityObjectToClipPos(v.vertex);

o.uv = TRANSFORM_TEX(v.uv, _MainTex);

return o;

}

fixed4 frag(v2f i) : SV_TARGET

{

fixed4 col = fixed4(0,0,0,0);

float a = tex2D(_MainTex, i.uv).a ;

float bx = i.uv.x - _BlurSpread*0.01 / 2;

float by = i.uv.y - _BlurSpread * 0.01 / 2;

bx = saturate(bx);

by = saturate(by);

for (int k = 0; k < _BlurSpread; k++)

{

for (int j = 0; j < _BlurSpread; j++)

{

col += tex2D(_MainTex, fixed2(saturate(bx + k * 0.01), saturate(by + j * 0.01)));

}

}

col = col / (_BlurSpread) / (_BlurSpread);

return fixed4(col.rgb,a);

}

ENDCG

Pass

{

Name "HORIZONTAL"

ZTest Always

ZWrite Off

Cull Off

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

ENDCG

}

}

Fallback Off

}

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作者:unity游侠

链接:https://blog.csdn.net/y90o08u28/article/details/88175352

来源:CSDN
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