C for Graphic:径向模糊
最近要做一系列特效需求,顺便记录一下。
径向模糊(也叫辐射模糊):一种由内向外发散的模糊的效果
原理:获取中心点(centeruv)到当前像素(pixeluv)的朝向法向量(ndir),pixeluv沿着ndir进行向前向后的像素颜色采样,并叠加到当前像素颜色(pixelcolor)
和以前聊过的高斯滤器模糊有点类似,核心都是将其他像素颜色叠加到当前像素颜色,无非叠加的计算规则不同
画个图:
以pixeluv为起点,ndir为朝向,向外、向内、或两端同时采样颜色进行叠加,为了保证叠加后亮度的统一,除以采样次数进行衰减即可
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RadialBlurScreenEffect : MonoBehaviour
{
public Material mat;
[Range(1, 5)]
public int downSample = 2;
private int downWidth;
private int downHeight;
void Start()
{
downWidth = Screen.width / downSample;
downHeight = Screen.height / downSample;
}
private void Update()
{
if (Input.GetMouseButton(1))
{
Vector2 spos = Input.mousePosition;
Vector2 uv = new Vector2(spos.x / Screen.width, spos.y / Screen.height);
mat.SetVector("_CenterUV", uv);
}
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (mat != null)
{
//为了性能考虑,先降采样
RenderTexture downRt = RenderTexture.GetTemporary(downWidth, downHeight, 0, RenderTextureFormat.ARGB32);
Graphics.Blit(source, downRt);
Graphics.Blit(downRt, destination, mat);
RenderTexture.ReleaseTemporary(downRt);
}
else
{
Graphics.Blit(source, destination);
}
}
}
后处理控制器,降采样提升效率
Shader "RadialBlur/RadialBlurImageEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_CenterUV("Center UV",vector) = (0.5,0.5,0,0)
_SampleCount("Sample Count",Range(5,30)) = 10
_SampleDistance("Sample Distance",Range(0.005,0.03)) = 0.01
[Enum(InOut,1,In,2,Out,3)]_InOut("In Out Type",int) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float2 ndir : TEXCOORD1;
};
float2 _CenterUV;
int _SampleCount;
float _SampleDistance;
int _InOut;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.ndir = normalize(o.uv-_CenterUV.xy);
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = fixed4(0,0,0,0);
fixed2 dir = i.ndir;
if(_InOut == 1)
{
int halfsample = _SampleCount/2;
for(int x=0;x<_SampleCount;x++)
{
int offset = x-halfsample;
col += (tex2D(_MainTex,i.uv+dir*(offset*_SampleDistance))/(float)_SampleCount);
}
}
else if(_InOut == 2)
{
for(int x=0;x<_SampleCount;x++)
{
col += (tex2D(_MainTex,i.uv+dir*(x*_SampleDistance))/(float)_SampleCount);
}
}
else if(_InOut == 3)
{
for(int x=0;x<_SampleCount;x++)
{
col += (tex2D(_MainTex,i.uv-dir*(x*_SampleDistance))/(float)_SampleCount);
}
}
return col;
}
ENDCG
}
}
}
后处理着色器,原理就是叠加颜色
最终效果如下:
ok,今天就到这里。
原文地址:https://blog.csdn.net/yinhun2012/article/details/142921645
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