问题描述
这就是我想要得到的模糊背景图像:
这就是我现在要得到的,并且效果不一样: 看起来我的蓝色背景图像更清晰,更模糊,而不像我的第一个屏幕截图中的图像:
这是我的着色器代码:
Shader "Tutorial/023_Postprocessing_Blur"{
//show values to edit in inspector
Properties{
[HideInInspector] _MainTex("Texture",2D) = "white" {}
_BlurSize("Blur Size",Range(0,0.5)) = 0
[KeywordEnum(Low,Medium,High)] _Samples("Sample amount",Float) = 0
[Toggle(GAUSS)] _Gauss("Gaussian Blur",float) = 0
[PowerSlider(3)]_StandardDeviation("Standard Deviation (Gauss only)",Range(0.00,0.3)) = 0.02
}
SubShader{
// markers that specify that we don't need culling
// or reading/writing to the depth buffer
Cull Off
ZWrite Off
ZTest Always
//Vertical Blur
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
#pragma shader_feature GAUSS
//texture and transforms of the texture
sampler2D _MainTex;
float _BlurSize;
float _StandardDeviation;
#define PI 3.14159265359
#define E 2.71828182846
#if _SAMPLES_LOW
#define SAMPLES 10
#elif _SAMPLES_MEDIUM
#define SAMPLES 30
#else
#define SAMPLES 100
#endif
//the object data that's put into the vertex shader
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f {
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v) {
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
#if GAUSS
//failsafe so we can use turn off the blur by setting the deviation to 0
if (_StandardDeviation == 0)
return tex2D(_MainTex,i.uv);
#endif
//init color variable
float4 col = 0;
#if GAUSS
float sum = 0;
#else
float sum = SAMPLES;
#endif
//iterate over blur samples
for (float index = 0; index < SAMPLES; index++) {
//get the offset of the sample
float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize;
//get uv coordinate of sample
float2 uv = i.uv + float2(0,offset);
#if !GAUSS
//simply add the color if we don't have a gaussian blur (Box)
col += tex2D(_MainTex,uv);
#else
//calculate the result of the gaussian function
float stDevSquared = _StandardDeviation * _StandardDeviation;
float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(E,-((offset * offset) / (2 * stDevSquared)));
//add result to sum
sum += gauss;
//multiply color with influence from gaussian function and add it to sum color
col += tex2D(_MainTex,uv) * gauss;
#endif
}
//divide the sum of values by the amount of samples
col = col / sum;
return col;
}
ENDCG
}
//Horizontal Blur
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
#pragma shader_feature GAUSS
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//texture and transforms of the texture
sampler2D _MainTex;
float _BlurSize;
float _StandardDeviation;
#define PI 3.14159265359
#define E 2.71828182846
#if _SAMPLES_LOW
#define SAMPLES 10
#elif _SAMPLES_MEDIUM
#define SAMPLES 30
#else
#define SAMPLES 100
#endif
//the object data that's put into the vertex shader
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f {
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v) {
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
#if GAUSS
//failsafe so we can use turn off the blur by setting the deviation to 0
if (_StandardDeviation == 0)
return tex2D(_MainTex,i.uv);
#endif
//calculate aspect ratio
float invAspect = _ScreenParams.y / _ScreenParams.x;
//init color variable
float4 col = 0;
#if GAUSS
float sum = 0;
#else
float sum = SAMPLES;
#endif
//iterate over blur samples
for (float index = 0; index < SAMPLES; index++) {
//get the offset of the sample
float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize * invAspect;
//get uv coordinate of sample
float2 uv = i.uv + float2(offset,0);
#if !GAUSS
//simply add the color if we don't have a gaussian blur (Box)
col += tex2D(_MainTex,uv) * gauss;
#endif
}
//divide the sum of values by the amount of samples
col = col / sum;
return col;
}
ENDCG
}
}
}
这是我要获取的模糊图像的链接,但他没有提供他正在使用的着色器代码:所以我想也许我可以更改/添加一些东西来获得相同的着色器代码结果如链接所示:
https://sharpcoderblog.com/blog/unity-3d-create-main-menu-with-ui-canvas
解决方法
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