1|Gaussian Blur——基础算法及其实现 1.1 基础知识 高斯模糊(Gaussian Blur)又名高斯平滑(Gaussian Smoothing),是一个图像模糊的经典算法。简单来说,高斯模糊算法就是对整幅图像进行加权平均运算的过程,每一个像素点的值,都是由其本身和领域内的其他像素值经过加权平均后得到。 在正式进入到高斯模糊的算法之前,首先...
Unity中的屏幕特效,通常分为两部分来实现: Shader代码实现部分 C#/javascript代码实现部分 上述两者结合起来,便可以在Unity中实现具有很强可控性和灵活性的屏幕后期特效。 下面即是从这两个方面对高斯模糊的特效进行实现。其实现思路类似Standard Assets/Image Effect中的Blur,但是本文的实现更简洁,有更大的可控性。 Sh...
usingUnityEngine;usingSystem.Collections;//设置在编辑模式下也执行该脚本[ExecuteInEditMode]//添加选项到菜单中[AddComponentMenu("Learning Unity Shader/Lecture 15/RapidBlurEffect")]publicclassRapidBlurEffect:MonoBehaviour {//---变量声明部分---#regionVariables//指定Shader名称privatestringShaderName ="Learning...
for(inti=0;i<colorTint.BlurTimes.value;i++){downSampleRT[i]=Shader.PropertyToID("DownSample"+i);//临时图像upSampleRT[i]=Shader.PropertyToID("UpSample"+i);//临时图像}RenderTargetIdentifiertmpRT=sourceRT;//DownSamplefor(inti=0;i<colorTint.BlurTimes.value;i++){cmd.GetTemporaryRT(downSampleR...
Asset includes Custom GUI for Blur Shader Gaussian Blur Shader Graph Gaussian Blur Compute Shader Blur Render Feature CopyImage and CopyRectTransform utility functions Gaussian Blur volume component override Editor and runtime assembly definitions 1 blur material Demo includes ...
The first problem that I mention in my original post is the fact that when passing any image through a Gaussian blur shader darkens it, a certain portion of brightness or “light” is lost in the process. Usually, the Gaussian function (a.k.a. the bell curve or normal distribution) has...
private string _gaussBlurShaderName = "Hidden/GaussianBlur"; private RenderTargetIdentifier _source; private int _tempRTId; private static readonly int DensityTexId = Shader.PropertyToID("_DensityTex"); private static readonly int MaxDensityId = Shader.PropertyToID("_MaxDensity"); private static...
As mentioned, a blur like this can performed using a fragment shader, a small C-like program that is used by the GPU to perform operations on every fragment (pixel) of an input texture (image). Optimizing these shaders can be more of an art than a science sometimes, but there are som...
If you have to apply the filter several times in order to get a more strong blur effect, the only thing you have to do is ping-pong between two framebuffers and apply the shaders to the result of the previous step. 9-tap Gaussian blur filter applied to an image of size 1024×1024...
I recommend not using more than 60% box-similarity (as calculated with my approach) to keep a good-looking Gaussian blur, and not more than 50% if your scene has very sharp contrasts/angles and you want optimal image quality. The ideal case of 0% lost light is numerically perfect, but...