0x00 序言
本文是《Unity Shader入门精要》读书笔记,最近接触到项目中用到了模糊处理,经过查阅资料,发觉模糊处理是屏幕后处理技术中的一种,就从屏幕后处理技术开始学习。[使用的Unity版本:5.6.1f1]
0x01 效果图
0x02 基本概念
卷积(convolution)操作指的是使用一个卷积核(kernal)对一张图像中的每个像素进行一系列操作。卷积核通常是一个四方形网格结构(例如2*2、3*3的方形区域),该区域内每个方格都有一个权重值。
模糊的实现由很多方法,例如均值模糊和中值模糊。均值模糊同样使用了卷积操作,它使用的卷积核中的各个元素值都相等,且相加等于1,也就是说,卷积后得到的像素值是其邻域内各个像素的平均值。而中值模糊则是选择邻域内对所有像素排序后的中值替换掉原颜色。
0x03 脚本代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GaussianBlur : PostEffectsBase {
public Shader gaussianBlurShader;
private Material gaussianBlurMaterial = null;
public Material material
{
get
{
gaussianBlurMaterial = CheckShaderAndCreateMaterial(gaussianBlurShader, gaussianBlurMaterial);
return gaussianBlurMaterial;
}
}
[Range(0, 4)]
public int iterations = 3;
[Range(0.2f, 3.0f)]
public float blurSpread = 0.6f;
[Range(1, 8)]
public int downSample = 2;
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (material != null)
{
int rtW = src.width / downSample;
int rtH = src.height / downSample;
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
buffer0.filterMode = FilterMode.Bilinear;
Graphics.Blit(src, buffer0);
for (int i = 0; i < iterations; i++)
{
material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 0);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 1);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
Graphics.Blit(buffer0, dest);
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(src, dest);
}
}
}
0x04 Shader代码
Shader "Gaussian Blur"{
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
_BlurSize("Blur Size", Float) = 1.0
}
SubShader{
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(0.0f, _MainTex_TexelSize.y * 1.0) * _BlurSize;
o.uv[2] = uv - float2(0.0f, _MainTex_TexelSize.y * 1.0) * _BlurSize;
o.uv[3] = uv + float2(0.0f, _MainTex_TexelSize.y * 2.0) * _BlurSize;
o.uv[4] = uv - float2(0.0f, _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, 0.0f) * _BlurSize;
o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0f) * _BlurSize;
o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0f) * _BlurSize;
o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0f) * _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"
}