MotionBlur运动模糊

  • 首先为accumulationTexture进行一个恢复操作,以取得上一步混合得到的纹理。
  • 然后用shader把原图像和上一步的纹理进行混合
  • 最后把混合后的纹理显示在屏幕上。
    accumulationTexture.MarkRestoreExpected();
    material.SetFloat("_BlurAmount", 1.0f - blurAmount);
    Graphics.Blit(src, accumulationTexture, material);
    Graphics.Blit(accumulationTexture, dest);
    
    shader混合图像的方式为(last.rgb BlurAmount + src.rgb (1 - blurAmount), last.a)
    Shader "UnityShaderLearning/MotionBlur"
    {
      Properties
      {
          _MainTex ("Base (RGB)", 2D) = "white" {}
          _BlurAmount("Blur Amount", FLoat) = 1.0
      }
      SubShader
      {
          CGINCLUDE
          #include "UnityCG.cginc"
          sampler2D _MainTex;
          fixed _BlurAmount;
          struct v2f
          {
              float4 pos : SV_POSITION;
              half2 uv : TEXCOORD0;
          };
          v2f vert(appdata_img v)
          {
              v2f o;
              o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
              o.uv = v.texcoord;
              return o;
          }
          fixed fragRGB(v2f i) : SV_Target
          {
              return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount);
          }
              half4 fragA(v2f i) : SV_Target
          {
              return tex2D(_MainTex, i.uv);
          }
          ENDCG
          ZTest Always Cull Off ZWrite Off
          Pass
          {
              Blend SrcAlpha OneMinusSrcAlpha
              ColorMask RGB
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment fragRGB
              ENDCG
          }
          Pass
          {
              Blend One Zero
              ColorMask A
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment fragA
              ENDCG
          }
      }
    Fallback Off
    }
    

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