冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
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using UnityEngine;
using System.Collections;
public class GaussianBlur : PostEffectsBase {
public Shader gaussianBlurShader;
private Material gaussianBlurMaterial = null;
public Material material {
get {
gaussianBlurMaterial = CheckShaderAndCreateMaterial(gaussianBlurShader, gaussianBlurMaterial);
return gaussianBlurMaterial;
}
}
// Blur iterations - larger number means more blur.
[Range(0, 4)]
public int iterations = 3;
// Blur spread for each iteration - larger value means more blur
[Range(0.2f, 3.0f)]
public float blurSpread = 0.6f;
[Range(1, 8)]
public int downSample = 2;
/// 1st edition: just apply blur
// void OnRenderImage(RenderTexture src, RenderTexture dest) {
// if (material != null) {
// int rtW = src.width;
// int rtH = src.height;
// RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
//
// // Render the vertical pass
// Graphics.Blit(src, buffer, material, 0);
// // Render the horizontal pass
// Graphics.Blit(buffer, dest, material, 1);
//
// RenderTexture.ReleaseTemporary(buffer);
// } else {
// Graphics.Blit(src, dest);
// }
// }
/// 2nd edition: scale the render texture
// void OnRenderImage (RenderTexture src, RenderTexture dest) {
// if (material != null) {
// int rtW = src.width/downSample;
// int rtH = src.height/downSample;
// RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
// buffer.filterMode = FilterMode.Bilinear;
//
// // Render the vertical pass
// Graphics.Blit(src, buffer, material, 0);
// // Render the horizontal pass
// Graphics.Blit(buffer, dest, material, 1);
//
// RenderTexture.ReleaseTemporary(buffer);
// } else {
// Graphics.Blit(src, dest);
// }
// }
/// 3rd edition: use iterations for larger blur
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);
// Render the vertical pass
Graphics.Blit(buffer0, buffer1, material, 0);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
// Render the horizontal pass
Graphics.Blit(buffer0, buffer1, material, 1);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
Graphics.Blit(buffer0, dest);
RenderTexture.ReleaseTemporary(buffer0);
} else {
Graphics.Blit(src, dest);
}
}
}