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
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
}