shader 高斯模糊

2020-09-17 19:20发布

高斯模糊主要用到了正态分布曲线。

我们用到了正态分布矩阵:

static const half4 GaussWeight[7] =

{

half4(0.0205,0.0205,0.0205,0),

half4(0.0855,0.0855,0.0855,0),

half4(0.232,0.232,0.232,0),

half4(0.324,0.324,0.324,1),

half4(0.232,0.232,0.232,0),

half4(0.0855,0.0855,0.0855,0),

half4(0.0205,0.0205,0.0205,0)

};

效果图如下:

Shader "Unlit/Gaussian"

{

Properties

{

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

}

SubShader

{

CGINCLUDE

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

sampler2D _MainTex;

float4 _MainTex_ST;

struct appdata

{

float4 vertex : POSITION;

float2 uv : TEXCOORD0;

};

struct v2f

{

float4 pos : SV_POSITION;

float2 uv : TEXCOORD0;

};

static const half4 GaussWeight[7] =

{

half4(0.0205,0.0205,0.0205,0),

half4(0.0855,0.0855,0.0855,0),

half4(0.232,0.232,0.232,0),

half4(0.324,0.324,0.324,1),

half4(0.232,0.232,0.232,0),

half4(0.0855,0.0855,0.0855,0),

half4(0.0205,0.0205,0.0205,0)

};

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 - 7 * 0.01 / 2;

float by = i.uv.y - 7 * 0.01 / 2;

bx = saturate(bx);

by = saturate(by);

for (int k = 0; k < 7; k++)

{

for (int j = 0; j < 7; j++)

{

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

}

}

col = col/7;

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

}

这篇文章原理讲的很好:https://blog.csdn.net/poem_qianmo/article/details/51871531


本人qq:344810449,欢迎探讨研究。

有unity,shader,小程序等需求也可以联系本人,非常乐于助人。

如果觉得还不错给博主来个小惊喜,纯属自愿,不强求:



作者:unity游侠

链接:https://blog.csdn.net/y90o08u28/article/details/88185890

来源:CSDN
著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。