【Unity Shader入门练习】Bloom效果

本文介绍如何在Unity中实现Bloom效果。通过提取图像中的高亮度区域并应用高斯模糊,模拟光线扩散,最后与原始图像混合,达到增强视觉效果的目的。

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0x00 序言
本节是在 高斯模糊的基础上进行的,稍加修改即可得到Bloom效果。
0x01 效果图
这里写图片描述
0x02 基本概念
首先根据一个阈值提取出图像中较亮的区域,把它们存储在一张渲染纹理中,再利用高斯模糊对这张渲染纹理进行模糊处理,模拟光线扩散的效果,最后再将其和原图像进行混合,得到最终的结果。
0x03 脚本代码

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

public class Bloom : PostEffectsBase
{

    public Shader BloomShader;
    private Material BloomMaterial = null;

    public Material material
    {
        get
        {
            BloomMaterial = CheckShaderAndCreateMaterial(BloomShader, BloomMaterial);
            return BloomMaterial;
        }
    }

    [Range(0, 4)]
    public int iterations = 3;

    [Range(0.2f, 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;

            //step1.提取较亮的区域,存储在buffer0
            Graphics.Blit(src, buffer0, material, 0);

            //step2.进行高斯模糊
            for (int i = 0; i < iterations; i++)
            {
                material.SetFloat("_BlurSize", 1.0f + i * blurSpread);

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

                Graphics.Blit(buffer0, buffer1, material, 1);

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

                Graphics.Blit(buffer0, buffer1, material, 2);

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

            //step3.把buffer0传递给材质中的_Bloom纹理属性
            material.SetTexture("_Bloom", buffer0);
            Graphics.Blit(src, dest, material, 3);

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

}

0x04 Shader代码

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

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

        #include "UnityCG.cginc"

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

        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;
        }

        // 将采样得到的亮度值减去阈值,并把结果clamp到0~1范围内,然后把该值和原像素值相乘,得到提亮后的亮部区域。
        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 "Gaussian Blur/GAUSSIAN_BLUR_VERTICAL"
         UsePass "Gaussian Blur/GAUSSIAN_BLUR_HORIZONTAL"

        Pass{
            CGPROGRAM

            #pragma vertex vertBloom
            #pragma fragment fragBloom

            ENDCG
        }
    }
    FallBack Off
}
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