UnityShader屏幕后处理-Bloom效果(朦胧模糊)

原理:1 取出图片中比较亮(饱和度比较高、远离灰色)的一部分图
2 对1中的图进行高斯模糊的到新的图
3 将2中的图与原图色彩相加

1 取出图片中比较亮的的区域
C#

material.SetFloat("_LuminanceThreshold", luminanceThreshold);

int rtW = src.width/downSample;
int rtH = src.height/downSample;

RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
buffer0.filterMode = FilterMode.Bilinear;

Graphics.Blit(src, buffer0, material, 0);

shader

v2f vertExtractBright(appdata_img v) {
    v2f o;

    o.pos = UnityObjectToClipPos(v.vertex);

    o.uv = v.texcoord;

    return o;
}

fixed luminance(fixed4 color) {
    return  0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; 
}

fixed4 fragExtractBright(v2f i) : SV_Target {
    fixed4 c = tex2D(_MainTex, i.uv);
    fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0);

    return c * val;
}

2 对1中的图进行高斯模糊
C#

for (int i = 0; i < iterations; i++) {
    material.SetFloat("_BlurSize", 1.0f + i * blurSpread);

    RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

    // Render the vertical pass
    Graphics.Blit(buffer0, buffer1, material, 1);

    RenderTexture.ReleaseTemporary(buffer0);
    buffer0 = buffer1;
    buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

    // Render the horizontal pass
    Graphics.Blit(buffer0, buffer1, material, 2);

    RenderTexture.ReleaseTemporary(buffer0);
    buffer0 = buffer1;
}

shader

参考上一篇博客高斯模糊
3 将2的到的RenderTexture与原图颜色相加
C#

material.SetTexture ("_Bloom", buffer0);  
Graphics.Blit (src, dest, material, 3);  

shader

v2fBloom vertBloom(appdata_img v) {
    v2fBloom o;

    o.pos = UnityObjectToClipPos (v.vertex);
    o.uv.xy = v.texcoord;       
    o.uv.zw = v.texcoord;

    #if UNITY_UV_STARTS_AT_TOP          
    if (_MainTex_TexelSize.y < 0.0)
        o.uv.w = 1.0 - o.uv.w;
    #endif

    return o; 
}

fixed4 fragBloom(v2fBloom i) : SV_Target {
    return tex2D(_MainTex, i.uv.xy) + tex2D(_Bloom, i.uv.zw);
} 

里面使用UNITY_UV_STARTS_AT_TOP来判断是否是DX平台并且开启了抗锯齿效果(Edit-ProjectSetting-Quality-AntiAliasing)….然而我还没遇到过。。。
4代码
Bloom.cs

using UnityEngine;
using System.Collections;

public class Bloom : PostEffectsBase {

    public Shader bloomShader;
    private Material bloomMaterial = null;
    public Material material {  
        get {
            bloomMaterial = CheckShaderAndCreateMaterial(bloomShader, bloomMaterial);
            return bloomMaterial;
        }  
    }

    // Blur iterations - larger number means more blur.
    [Range(0, 4)]
    public int iterations = 3;

    // Blur spread for each iteration - larger value means more blur
    [Range(0f, 3.0f)]
    public float blurSpread = 0.6f;

    [Range(1, 8)]
    public int downSample = 2;

    [Range(0.0f, 4.0f)]
    public float luminanceThreshold = 0.6f;

    void OnRenderImage (RenderTexture src, RenderTexture dest) {
        if (material != null) {
            material.SetFloat("_LuminanceThreshold", luminanceThreshold);

            int rtW = src.width/downSample;
            int rtH = src.height/downSample;

            RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
            buffer0.filterMode = FilterMode.Bilinear;

            Graphics.Blit(src, buffer0, material, 0);

            for (int i = 0; i < iterations; i++) {
                material.SetFloat("_BlurSize", 1.0f + i * blurSpread);

                RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

                // Render the vertical pass
                Graphics.Blit(buffer0, buffer1, material, 1);

                RenderTexture.ReleaseTemporary(buffer0);
                buffer0 = buffer1;
                buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

                // Render the horizontal pass
                Graphics.Blit(buffer0, buffer1, material, 2);

                RenderTexture.ReleaseTemporary(buffer0);
                buffer0 = buffer1;
            }

            material.SetTexture ("_Bloom", buffer0);  
            Graphics.Blit (src, dest, material, 3);  

            RenderTexture.ReleaseTemporary(buffer0);
        } else {
            Graphics.Blit(src, dest);
        }
    }
}

PostEffectsBase.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {

    protected bool CheckSupport() {
        if (SystemInfo.supportsImageEffects == false) {
            Debug.LogWarning("This platform does not support image effects.");
            return false;
        }

        return true;
    }

    protected void NotSupported() {
        enabled = false;
    }

    protected void CheckResources() {
        bool isSupported = CheckSupport();

        if (isSupported == false) {
            NotSupported();
        }
    }

    protected void Start() {
        CheckResources();
    }

    // Called when need to create the material used by this effect
    protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) {
        if (shader == null) {
            return null;
        }

        if (shader.isSupported && material && material.shader == shader)
            return material;

        if (!shader.isSupported) {
            return null;
        }
        else {
            material = new Material(shader);
            material.hideFlags = HideFlags.DontSave;
            if (material)
                return material;
            else 
                return null;
        }
    }
}

Bloom.shader

Shader "Custom/Bloom" {
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _Bloom ("Bloom (RGB)", 2D) = "black" {}
        _LuminanceThreshold ("Luminance Threshold", Float) = 0.5
        _BlurSize ("Blur Size", Float) = 1.0
    }
    SubShader {
        CGINCLUDE

        #include "UnityCG.cginc"

        sampler2D _MainTex;
        half4 _MainTex_TexelSize;
        sampler2D _Bloom;
        float _LuminanceThreshold;
        float _BlurSize;

        struct v2f {
            float4 pos : SV_POSITION; 
            half2 uv : TEXCOORD0;
        };  

        v2f vertExtractBright(appdata_img v) {
            v2f o;

            o.pos = UnityObjectToClipPos(v.vertex);

            o.uv = v.texcoord;

            return o;
        }

        fixed luminance(fixed4 color) {
            return  0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; 
        }

        fixed4 fragExtractBright(v2f i) : SV_Target {
            fixed4 c = tex2D(_MainTex, i.uv);
            fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0);

            return c * val;
        }

        struct v2fBloom {
            float4 pos : SV_POSITION; 
            half4 uv : TEXCOORD0;
        };

        v2fBloom vertBloom(appdata_img v) {
            v2fBloom o;

            o.pos = UnityObjectToClipPos (v.vertex);
            o.uv.xy = v.texcoord;       
            o.uv.zw = v.texcoord;

            #if UNITY_UV_STARTS_AT_TOP          
            if (_MainTex_TexelSize.y < 0.0)
                o.uv.w = 1.0 - o.uv.w;
            #endif

            return o; 
        }

        fixed4 fragBloom(v2fBloom i) : SV_Target {
            return tex2D(_MainTex, i.uv.xy) + tex2D(_Bloom, i.uv.zw);
        } 

        ENDCG

        ZTest Always Cull Off ZWrite Off

        Pass {  
            CGPROGRAM  
            #pragma vertex vertExtractBright  
            #pragma fragment fragExtractBright  

            ENDCG  
        }

        UsePass "Custom/Gaussian Blur/GAUSSIAN_BLUR_VERTICAL"

        UsePass "Custom/Gaussian Blur/GAUSSIAN_BLUR_HORIZONTAL"

        Pass {  
            CGPROGRAM  
            #pragma vertex vertBloom  
            #pragma fragment fragBloom  

            ENDCG  
        }
    }
    FallBack Off
}

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