Bloom前
Bloom后
代码
using UnityEngine;
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(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;
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);
}
}
}
shader
Shader "Hidden/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 "MyShader/GaussianBlur/GAUSSIAN_BLUR_VERTICAL"
UsePass "MyShader/GaussianBlur/GAUSSIAN_BLUR_HORIZONTAL"
Pass
{
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
}
FallBack Off
}
参考 我买的 unity shader 入门精要