我正在尝试编写一个后期处理着色器,它会模糊屏幕的中心,然后逐渐消失。
感谢此处发布的一些代码,我的反锯齿圈模糊了,但它位于屏幕的左上方。问题似乎出现在我计算圆圈的算法中:
float4 PS_GaussianBlur(float2 texCoord : TEXCOORD) : COLOR0
{
float4 insideColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 outsideColor = tex2D(colorMap, texCoord);
//Perform the blur:
for (int i = 0; i < KERNEL_SIZE; ++i)
insideColor += tex2D(colorMap, texCoord + offsets[i]) * weights[i];
float dist = (texCoord.x * texCoord.x) + (texCoord.y * texCoord.y);
float distFromCenter = .5 - dist; // positive when inside the circle
float thresholdWidth = 0.1; // a constant you'd tune to get the right level of softness
float antialiasedCircle = saturate((distFromCenter / thresholdWidth) + 0.5);
return lerp(outsideColor, insideColor, antialiasedCircle);
}
提前致谢!
答案 0 :(得分:1)
试试这个:
float dx = 0.5 - texCoord.x, dy = 0.5 - texCoord.y;
float dist = dx * dx + dy * dy;
float distFromCenter = 0.25 - dist; // positive when inside the circle