U3D Shader_图片模糊处理


shader"practice/12.14"
{
properties
{
_MainTex("MainTex",2D) = ""{}
}
Subshader
{
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;

struct v2f
{
float4 pos : POSITION;
fixed2 uv: TEXCOORD0;
fixed2 uv2 : TEXCOORD1;
float z : TEXCOORD2;
};
v2f vert(appdata_full a)
{
v2f v;
v.pos = UnityObjectToClipPos(a.vertex);
v.uv = TRANSFORM_TEX(a.texcoord,_MainTex);
v.z = mul(unity_ObjectToWorld,a.vertex).z;
return v;
}
float4 frag(v2f f):COLOR
{
float data = 0.01;
fixed4 color;
/* // 1.顶点偏移多次采样
float2 uv = f.uv;
color = tex2D(_MainTex,f.uv);
uv.x = f.uv.x + data;
color += tex2D(_MainTex,uv);
uv.x = f.uv.x - data;
color += tex2D(_MainTex,uv);
uv.y = f.uv.y + data;
color += tex2D(_MainTex,uv);
uv.y = f.uv.y - data;
color += tex2D(_MainTex,uv);
color/=5;
          */

// 2. 内置函数实现
//color = tex2D(_MainTex,f.uv,float2(0.01,0.01),float2(0.01,0.01));

// 3.偏导数计算方案 旋转物体动态改变模糊度 正面清晰,其他面都模糊,可以试试
float2 dsdx = ddx(f.z) * 5;
float2 dsdy = ddy(f.z) * 5;
color = tex2D(_MainTex,f.uv,dsdx,dsdy);

return color;
}

ENDCG
}
}
}
上一篇:汉诺塔游戏


下一篇:一起学习Shadow mapping