我正在尝试使用后期处理来实现高斯模糊。我有两个渲染通道;第一遍渲染场景,第二遍用于效果。
这是我的像素着色器代码:
const float offset[] = {
0.0, 1.0, 2.0, 3.0, 4.0
};
const float weight[] = {
0.2270270270, 0.1945945946, 0.1216216216,
0.0540540541, 0.0162162162
};
ppColour = SceneTexture.Sample(PointSample, ppIn.UV) * weight[0];
float3 FragmentColor = float3(0.0f, 0.0f, 0.0f);
for (int i = 1; i < 5; i++) {
// Horizontal-pass
FragmentColor +=
SceneTexture.Sample(PointSample, ppIn.UV + float2(0.0f, offset[i]))*weight[i] +
SceneTexture.Sample(PointSample, ppIn.UV - float2(0.0f, offset[i]))*weight[i];
// Vertical-pass
FragmentColor +=
SceneTexture.Sample(PointSample, ppIn.UV + float2(offset[i], 0.0f))*weight[i] +
SceneTexture.Sample(PointSample, ppIn.UV - float2(offset[i], 0.0f))*weight[i];
}
ppColour += FragmentColor;
return (ppColour,1.0);
我做错了什么?
答案 0 :(得分:3)
我认为您需要使用下面的着色器代码分别渲染水平和垂直传递,但方向不同(请参阅dir
统一变量)。所以你需要3个步骤
uniform vec2 dir;
const float offset[] = {0.0, 1.0, 2.0, 3.0, 4.0};
const float weight[] = {
0.2270270270, 0.1945945946, 0.1216216216,
0.0540540541, 0.0162162162
};
ppColour = SceneTexture.Sample(PointSample, ppIn.UV) * weight[0];
float3 FragmentColor = float3(0.0f, 0.0f, 0.0f);
//(1.0, 0.0) -> horizontal blur
//(0.0, 1.0) -> vertical blur
float hstep = dir.x;
float vstep = dir.y;
for (int i = 1; i < 5; i++) {
FragmentColor +=
SceneTexture.Sample(PointSample, ppIn.UV + float2(hstep*offset[i], vstep*offset[i]))*weight[i] +
SceneTexture.Sample(PointSample, ppIn.UV - float2(hstep*offset[i], vstep*offset[i]))*weight[i];
}
ppColour += FragmentColor;
return (ppColour,1.0);