【Unity Image Effect】Blur 模糊效果

【Unity Image Effect】Blur 模糊效果

是什麼

在這裏插入圖片描述

上圖是背景模糊處理,在UI界面打開的時候,設置背景模糊,效果會非常贊。

怎麼做

最開始是想自己寫Shader做模糊處理,網上也參考了很多Shader的實現,發現效果都不理想。C#代碼做高斯模糊處理效果也差強人意。而且UI界面打開的時候如果做背景模糊,處理耗時太長。後來發現Unity的assetstore裏面的
Legacy Image Effects插件有相機模糊處理功能,因此打算嘗試一下。將該插件導入Unity之後,我們在Unity的相機組件下面添加Blur (Optimized)腳本,如圖
在這裏插入圖片描述

勾選Blur (Optimized)腳本之後即可實現場景模糊效果。
在這裏插入圖片描述

上面的三個參數是控制模糊效果的。我們按照默認的參數看一下具體效果
在這裏插入圖片描述

在這裏插入圖片描述

可以看出效果非常贊。下面我們看下該腳本的具體實現

using System;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
    [ExecuteInEditMode]
    [RequireComponent (typeof(Camera))]
    [AddComponentMenu ("Image Effects/Blur/Blur (Optimized)")]
    public class BlurOptimized : PostEffectsBase
    {

        [Range(0, 2)]
        public int downsample = 1;

        public enum BlurType {
            StandardGauss = 0,
            SgxGauss = 1,
        }

        [Range(0.0f, 10.0f)]
        public float blurSize = 3.0f;

        [Range(1, 4)]
        public int blurIterations = 2;

        public BlurType blurType= BlurType.StandardGauss;

        public Shader blurShader = null;
        private Material blurMaterial = null;


        public override bool CheckResources () {
            CheckSupport (false);

            blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial);

            if (!isSupported)
                ReportAutoDisable ();
            return isSupported;
        }

        public void OnDisable () {
            if (blurMaterial)
                DestroyImmediate (blurMaterial);
        }

        public void OnRenderImage (RenderTexture source, RenderTexture destination) {
            if (CheckResources() == false) {
                Graphics.Blit (source, destination);
                return;
            }

            float widthMod = 1.0f / (1.0f * (1<<downsample));

            blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, -blurSize * widthMod, 0.0f, 0.0f));
            source.filterMode = FilterMode.Bilinear;

            int rtW = source.width >> downsample;
            int rtH = source.height >> downsample;

            // downsample
            RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);

            rt.filterMode = FilterMode.Bilinear;
            Graphics.Blit (source, rt, blurMaterial, 0);

            var passOffs= blurType == BlurType.StandardGauss ? 0 : 2;

            for(int i = 0; i < blurIterations; i++) {
                float iterationOffs = (i*1.0f);
                blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f));

                // vertical blur
                RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
                rt2.filterMode = FilterMode.Bilinear;
                Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs);
                RenderTexture.ReleaseTemporary (rt);
                rt = rt2;

                // horizontal blur
                rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
                rt2.filterMode = FilterMode.Bilinear;
                Graphics.Blit (rt, rt2, blurMaterial, 2 + passOffs);
                RenderTexture.ReleaseTemporary (rt);
                rt = rt2;
            }

            Graphics.Blit (rt, destination);

            RenderTexture.ReleaseTemporary (rt);
        }
    }
}

代碼控制的Shader代碼如下


Shader "Hidden/FastBlur" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Bloom ("Bloom (RGB)", 2D) = "black" {}
	}
	
	CGINCLUDE

		#include "UnityCG.cginc"

		sampler2D _MainTex;
		sampler2D _Bloom;
				
		uniform half4 _MainTex_TexelSize;
		half4 _MainTex_ST;

		half4 _Bloom_ST;

		uniform half4 _Parameter;

		

		struct v2f_tap
		{
			float4 pos : SV_POSITION;
			half2 uv20 : TEXCOORD0;
			half2 uv21 : TEXCOORD1;
			half2 uv22 : TEXCOORD2;
			half2 uv23 : TEXCOORD3;
		};			

		v2f_tap vert4Tap ( appdata_img v )
		{
			v2f_tap o;

			o.pos = UnityObjectToClipPos(v.vertex);
        	o.uv20 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy, _MainTex_ST);
			o.uv21 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h), _MainTex_ST);
			o.uv22 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h), _MainTex_ST);
			o.uv23 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h), _MainTex_ST);

			return o; 
		}					
		
		fixed4 fragDownsample ( v2f_tap i ) : SV_Target
		{				
			fixed4 color = tex2D (_MainTex, i.uv20);
			color += tex2D (_MainTex, i.uv21);
			color += tex2D (_MainTex, i.uv22);
			color += tex2D (_MainTex, i.uv23);
			return color / 4;
		}
	
		// weight curves

		static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 };  // gauss'ish blur weights

		static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0),
			half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) };

		struct v2f_withBlurCoords8 
		{
			float4 pos : SV_POSITION;
			half4 uv : TEXCOORD0;
			half2 offs : TEXCOORD1;
		};	
		
		struct v2f_withBlurCoordsSGX 
		{
			float4 pos : SV_POSITION;
			half2 uv : TEXCOORD0;
			half4 offs[3] : TEXCOORD1;
		};

		v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v)
		{
			v2f_withBlurCoords8 o;
			o.pos = UnityObjectToClipPos(v.vertex);
			
			o.uv = half4(v.texcoord.xy,1,1);
			o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x;

			return o; 
		}
		
		v2f_withBlurCoords8 vertBlurVertical (appdata_img v)
		{
			v2f_withBlurCoords8 o;
			o.pos = UnityObjectToClipPos(v.vertex);
			
			o.uv = half4(v.texcoord.xy,1,1);
			o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x;
			 
			return o; 
		}	

		half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target
		{
			half2 uv = i.uv.xy; 
			half2 netFilterWidth = i.offs;  
			half2 coords = uv - netFilterWidth * 3.0;  
			
			half4 color = 0;
  			for( int l = 0; l < 7; l++ )  
  			{   
				half4 tap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(coords, _MainTex_ST));
				color += tap * curve4[l];
				coords += netFilterWidth;
  			}
			return color;
		}


		v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v)
		{
			v2f_withBlurCoordsSGX o;
			o.pos = UnityObjectToClipPos(v.vertex);
			
			o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);

			half offsetMagnitude = _MainTex_TexelSize.x * _Parameter.x;
			o.offs[0] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-3.0h, 0.0h, 3.0h, 0.0h), _MainTex_ST);
			o.offs[1] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-2.0h, 0.0h, 2.0h, 0.0h), _MainTex_ST);
			o.offs[2] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-1.0h, 0.0h, 1.0h, 0.0h), _MainTex_ST);

			return o; 
		}
		
		v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v)
		{
			v2f_withBlurCoordsSGX o;
			o.pos = UnityObjectToClipPos(v.vertex);
			
			o.uv = half4(UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST),1,1);

			half offsetMagnitude = _MainTex_TexelSize.y * _Parameter.x;
			o.offs[0] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -3.0h, 0.0h, 3.0h), _MainTex_ST);
			o.offs[1] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -2.0h, 0.0h, 2.0h), _MainTex_ST);
			o.offs[2] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -1.0h, 0.0h, 1.0h), _MainTex_ST);

			return o; 
		}

		half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target
		{
			half2 uv = i.uv.xy;
			
			half4 color = tex2D(_MainTex, i.uv) * curve4[3];
			
  			for( int l = 0; l < 3; l++ )  
  			{   
				half4 tapA = tex2D(_MainTex, i.offs[l].xy);
				half4 tapB = tex2D(_MainTex, i.offs[l].zw); 
				color += (tapA + tapB) * curve4[l];
  			}

			return color;

		}	
					
	ENDCG
	
	SubShader {
	  ZTest Off Cull Off ZWrite Off Blend Off

	// 0
	Pass { 
	
		CGPROGRAM
		
		#pragma vertex vert4Tap
		#pragma fragment fragDownsample
		
		ENDCG
		 
		}

	// 1
	Pass {
		ZTest Always
		Cull Off
		
		CGPROGRAM 
		
		#pragma vertex vertBlurVertical
		#pragma fragment fragBlur8
		
		ENDCG 
		}	
		
	// 2
	Pass {		
		ZTest Always
		Cull Off
				
		CGPROGRAM
		
		#pragma vertex vertBlurHorizontal
		#pragma fragment fragBlur8
		
		ENDCG
		}	

	// alternate blur
	// 3
	Pass {
		ZTest Always
		Cull Off
		
		CGPROGRAM 
		
		#pragma vertex vertBlurVerticalSGX
		#pragma fragment fragBlurSGX
		
		ENDCG
		}	
		
	// 4
	Pass {		
		ZTest Always
		Cull Off
				
		CGPROGRAM
		
		#pragma vertex vertBlurHorizontalSGX
		#pragma fragment fragBlurSGX
		
		ENDCG
		}	
	}	

	FallBack Off
}

裏面有兩種模糊效果,默認使用第一種效果也就OK。

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