DongYingLiangGuanYiGong/DongYing/Assets/Zion/Scripts/Post/GaussianBlur.cs

50 lines
1.8 KiB
C#

using UnityEngine;
[ExecuteInEditMode] // 编辑态可以查看脚本运行效果
[RequireComponent(typeof(Camera))] // 需要相机组件
public class GaussianBlur : MonoBehaviour
{
[Range(0, 4)]
public int iterations = 3; // 高斯模糊迭代次数
[Range(0.2f, 3.0f)]
public float blurSpread = 0.6f; // 每次迭代纹理坐标偏移的速度
[Range(1, 8)]
public int downSample = 2; // 降采样比率
private Material material = null; // 材质
private void Start()
{
material = new Material(Shader.Find("MyShader/GaussianBlur"));
material.hideFlags = HideFlags.DontSave;
}
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (material != null)
{
int rtW = src.width / downSample; // 降采样的纹理宽度
int rtH = src.height / downSample; // 降采样的纹理高度
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
buffer0.filterMode = FilterMode.Bilinear; // 滤波模式设置为双线性
Graphics.Blit(src, buffer0);
for (int i = 0; i < iterations; i++)
{
material.SetFloat("_BlurSize", 1.0f + i * blurSpread); // 设置模糊尺寸(纹理坐标的偏移量)
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 0); // 渲染垂直的Pass
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 1); // 渲染水平的Pass
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
Graphics.Blit(buffer0, dest);
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(src, dest);
}
}
}