[+] UIGaussianBlurLayer

[+] UIGaussianBlurLayer
This commit is contained in:
ALEXTANG
2023-05-10 16:04:51 +08:00
parent 9c110e23a6
commit 8cab13da79
8 changed files with 604 additions and 0 deletions

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using UnityEngine;
namespace TEngine
{
public class UIGaussianBlurLayer : MonoBehaviour
{
public UnityEngine.UI.RawImage rawImage;
public Shader shader;
[Range(0, 6), Tooltip("[降采样次数],,,")]
public int DownSampleNum = 2;
[Range(0.0f, 20.0f), Tooltip("[模糊扩散度]")]
public float BlurSpreadSize = 3.0f;
[Range(0, 8), Tooltip("[迭代次数],")]
public int BlurIterations = 3;
private Camera m_camera;
private RenderTexture m_renderTexture;
private Material m_material;
private string m_shaderName = "UI/UIGaussianBlurLayer";
private Color m_color;
public float targetAlpha = 1f;
private static readonly int DownSampleValue = Shader.PropertyToID("_DownSampleValue");
#region MaterialGetAndSet
Material material
{
get
{
if (m_material == null)
{
m_material = new Material(shader);
m_material.hideFlags = HideFlags.HideAndDontSave;
}
return m_material;
}
}
#endregion
void Start()
{
m_camera = GetComponent<Camera>();
if (shader == null)
{
shader = Shader.Find(m_shaderName);
if (shader == null)
{
var dodShader = new TShader(m_shaderName);
if (dodShader.Shader != null)
{
shader = dodShader.Shader;
}
}
}
m_color = rawImage.color;
m_color.a = 1f;
}
private void Cleanup()
{
if (m_material)
{
Object.DestroyImmediate(m_material);
}
if (rawImage.texture)
{
RenderTexture.ReleaseTemporary(m_renderTexture);
}
}
private void OnEnable()
{
Cleanup();
}
private void OnDestroy()
{
Cleanup();
}
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
Graphics.Blit(src, dest);
if (!gameObject.activeInHierarchy && enabled)
{
return;
}
if (!m_camera || !shader || m_renderTexture != null)
{
return;
}
float widthMod = 1.0f / (1.0f * (1 << DownSampleNum));
material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod);
int renderWidth = src.width >> DownSampleNum;
int renderHeight = src.height >> DownSampleNum;
m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
m_renderTexture.filterMode = FilterMode.Bilinear;
Graphics.Blit(src, m_renderTexture, material, 0);
for (int i = 0; i < BlurIterations; i++)
{
//【2.1】Shader参数赋值
//迭代偏移量参数
float iterationOffs = (i * 1.0f);
//Shader的降采样参数赋值
material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod + iterationOffs);
// 【2.2】处理Shader的通道1垂直方向模糊处理 || Pass1,for vertical blur
// 定义一个临时渲染的缓存tempBuffer
RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据
Graphics.Blit(m_renderTexture, tempBuffer, material, 1);
// 清空rawTexture
RenderTexture.ReleaseTemporary(m_renderTexture);
// 将tempBuffer赋给rawTexture此时rawTexture里面pass0和pass1的数据已经准备好
m_renderTexture = tempBuffer;
// 【2.3】处理Shader的通道2竖直方向模糊处理 || Pass2,for horizontal blur
// 获取临时渲染纹理
tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass2的纹理数据
Graphics.Blit(m_renderTexture, tempBuffer, m_material, 2);
//【2.4】得到pass0、pass1和pass2的数据都已经准备好的rawTexture
// 再次清空rawTexture
RenderTexture.ReleaseTemporary(m_renderTexture);
// 再次将tempBuffer赋给rawTexture此时rawTexture里面pass0、pass1和pass2的数据都已经准备好
m_renderTexture = tempBuffer;
}
rawImage.texture = m_renderTexture;
m_color.a = targetAlpha;
rawImage.color = m_color;
m_camera.enabled = false;
enabled = false;
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "UI/UIGaussianBlurLayer"
{
//-----------------------------------【属性 || Properties】------------------------------------------
Properties
{
//主纹理
_MainTex("Base (RGB)", 2D) = "white" {}
}
//----------------------------------【子着色器 || SubShader】---------------------------------------
SubShader
{
ZWrite Off
Blend Off
//---------------------------------------【通道0 || Pass 0】------------------------------------
//通道0降采样通道 ||Pass 0: Down Sample Pass
Pass
{
ZTest Off
Cull Off
CGPROGRAM
//指定此通道的顶点着色器为vert_DownSmpl
#pragma vertex vert_DownSmpl
//指定此通道的像素着色器为frag_DownSmpl
#pragma fragment frag_DownSmpl
ENDCG
}
//---------------------------------------【通道1 || Pass 1】------------------------------------
//通道1垂直方向模糊处理通道 ||Pass 1: Vertical Pass
Pass
{
ZTest Always
Cull Off
CGPROGRAM
//指定此通道的顶点着色器为vert_BlurVertical
#pragma vertex vert_BlurVertical
//指定此通道的像素着色器为frag_Blur
#pragma fragment frag_Blur
ENDCG
}
//---------------------------------------【通道2 || Pass 2】------------------------------------
//通道2水平方向模糊处理通道 ||Pass 2: Horizontal Pass
Pass
{
ZTest Always
Cull Off
CGPROGRAM
//指定此通道的顶点着色器为vert_BlurHorizontal
#pragma vertex vert_BlurHorizontal
//指定此通道的像素着色器为frag_Blur
#pragma fragment frag_Blur
ENDCG
}
}
//-------------------------CG着色语言声明部分 || Begin CG Include Part----------------------
CGINCLUDE
//【1】头文件包含 || include
#include "UnityCG.cginc"
//【2】变量声明 || Variable Declaration
sampler2D _MainTex;
//UnityCG.cginc中内置的变量纹理中的单像素尺寸|| it is the size of a texel of the texture
uniform half4 _MainTex_TexelSize;
//C#脚本控制的变量 || Parameter
uniform half _DownSampleValue;
//【3】顶点输入结构体 || Vertex Input Struct
struct VertexInput
{
//顶点位置坐标
float4 vertex : POSITION;
//一级纹理坐标
half2 texcoord : TEXCOORD0;
};
//【4】降采样输出结构体 || Vertex Input Struct
struct VertexOutput_DownSmpl
{
//像素位置坐标
float4 pos : SV_POSITION;
//一级纹理坐标(右上)
half2 uv20 : TEXCOORD0;
//二级纹理坐标(左下)
half2 uv21 : TEXCOORD1;
//三级纹理坐标(右下)
half2 uv22 : TEXCOORD2;
//四级纹理坐标(左上)
half2 uv23 : TEXCOORD3;
};
//【5】准备高斯模糊权重矩阵参数7x4的矩阵 || Gauss Weight
static const half4 GaussWeight[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)
};
//【6】顶点着色函数 || Vertex Shader Function
VertexOutput_DownSmpl vert_DownSmpl(VertexInput v)
{
//【6.1】实例化一个降采样输出结构
VertexOutput_DownSmpl o;
//【6.2】填充输出结构
//将三维空间中的坐标投影到二维窗口
o.pos = UnityObjectToClipPos(v.vertex);
//对图像的降采样:取像素上下左右周围的点,分别存于四级纹理坐标中
o.uv20 = v.texcoord + _MainTex_TexelSize.xy* half2(0.5h, 0.5h);;
o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h, -0.5h);
o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h, -0.5h);
o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h, 0.5h);
//【6.3】返回最终的输出结果
return o;
}
//【7】片段着色函数 || Fragment Shader Function
fixed4 frag_DownSmpl(VertexOutput_DownSmpl i) : SV_Target
{
//【7.1】定义一个临时的颜色值
fixed4 color = (0,0,0,0);
//【7.2】四个相邻像素点处的纹理值相加
color += tex2D(_MainTex, i.uv20);
color += tex2D(_MainTex, i.uv21);
color += tex2D(_MainTex, i.uv22);
color += tex2D(_MainTex, i.uv23);
//【7.3】返回最终的平均值
return color / 4;
}
//【8】顶点输入结构体 || Vertex Input Struct
struct VertexOutput_Blur
{
//像素坐标
float4 pos : SV_POSITION;
//一级纹理(纹理坐标)
half4 uv : TEXCOORD0;
//二级纹理(偏移量)
half2 offset : TEXCOORD1;
};
//【9】顶点着色函数 || Vertex Shader Function
VertexOutput_Blur vert_BlurHorizontal(VertexInput v)
{
//【9.1】实例化一个输出结构
VertexOutput_Blur o;
//【9.2】填充输出结构
//将三维空间中的坐标投影到二维窗口
o.pos = UnityObjectToClipPos(v.vertex);
//纹理坐标
o.uv = half4(v.texcoord.xy, 1, 1);
//计算X方向的偏移量
o.offset = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _DownSampleValue;
//【9.3】返回最终的输出结果
return o;
}
//【10】顶点着色函数 || Vertex Shader Function
VertexOutput_Blur vert_BlurVertical(VertexInput v)
{
//【10.1】实例化一个输出结构
VertexOutput_Blur o;
//【10.2】填充输出结构
//将三维空间中的坐标投影到二维窗口
o.pos = UnityObjectToClipPos(v.vertex);
//纹理坐标
o.uv = half4(v.texcoord.xy, 1, 1);
//计算Y方向的偏移量
o.offset = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _DownSampleValue;
//【10.3】返回最终的输出结果
return o;
}
//【11】片段着色函数 || Fragment Shader Function
half4 frag_Blur(VertexOutput_Blur i) : SV_Target
{
//【11.1】获取原始的uv坐标
half2 uv = i.uv.xy;
//【11.2】获取偏移量
half2 OffsetWidth = i.offset;
//从中心点偏移3个间隔从最左或最上开始加权累加
half2 uv_withOffset = uv - OffsetWidth * 3.0;
//【11.3】循环获取加权后的颜色值
half4 color = 0;
for (int j = 0; j< 7; j++)
{
//偏移后的像素纹理值
half4 texCol = tex2D(_MainTex, uv_withOffset);
//待输出颜色值+=偏移后的像素纹理值 x 高斯权重
color += texCol * GaussWeight[j];
//移到下一个像素处,准备下一次循环加权
uv_withOffset += OffsetWidth;
}
//【11.4】返回最终的颜色值
return color;
}
//-------------------结束CG着色语言声明部分 || End CG Programming Part------------------
ENDCG
FallBack Off
}

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