基于基于线性采样的高效高斯模糊实现(译)实现的高效的线性高斯模糊脚本,支持渐进模糊(tips这部分依赖DoTween 懒得改了 逃
cs脚本
using UnityEngine;
using System.Collections;
using DG.Tweening;
//编辑状态下也运行
[ExecuteInEditMode]
//继承自PostEffectBase
public class GaussianBlur : MonoBehaviour
{
public Material BgMaterial;
//模糊半径
public float BlurRadius = 1.0f;
//降分辨率
public int downSample = 2;
//迭代次数
public int iteration = 1;
public Material _Material;
public bool isDynamic = true;
public bool reBlur = false;
private RenderTexture cacheTexture = null;
private Tween _BlendBlurTween1;
private Tween _BlendBlurTween2;
private Tween _BlendBlurTween3;
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (isDynamic)
{
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++)
{
_Material.SetVector("_offsets", new Vector4(0, BlurRadius, 0, 0));
Graphics.Blit(rt1, rt2, _Material);
_Material.SetVector("_offsets", new Vector4(BlurRadius, 0, 0, 0));
Graphics.Blit(rt2, rt1, _Mat

这篇博客介绍了如何在Unity中实现基于线性采样的高效高斯模糊效果,包括提供的CS脚本和Shader代码,以及如何应用和配置这些组件以实现渐进模糊效果。文章特别指出,渐进模糊部分依赖于DoTween库。
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