Bloom效果的实现原理:根据一个阈值提取出图像中的较亮区域,把他们存储在渲染纹理中,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,最后将其与原图像混合。得到最终的效果
C#源码
`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;
}
}
//高斯模糊迭代次数
[Range(0, 4)]
public int iterations = 3;
//模糊范围
[Range(0.2f, 3.0f)]
public float blurSpread = 0.6f;
//缩放系数GaussianBlur
[Range(1, 8)]
public int downSample = 2;
//控制提亮较亮区域时使用的阈值大小
[Range(0.0f, 1.0f)]
public float lumimanceThreshold = 0.6f;
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
//提取图像中的较亮区域,存在buffer0中
material.SetFloat("_LumimanceThreshold", lumimanceThreshold);
//缩放图像进行降采样,减少需要处理的像素个数,提高性能
int rtW = source.width / downSample;
int rtH = source.height / downSample;
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
//把临时渲染纹理的滤波模式设置为双线性,调用第一个pass时需要处理的像素个数是之前的几分之一
buffer0.filterMode = FilterMode.Bilinear;
//使用shader中的第一个Pass提取图像中的较亮区域
Graphics.Blit(source, buffer0,material ,0);
for (int i = 0; i < iterations; i++)
{
material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
//第一个Pass
Graphics.Blit(buffer0, buffer1, material, 1);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
//第二个pass
Graphics.Blit(buffer0, buffer1, material, 2);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
//把buffer0传递给_Bloom属性
material.SetTexture("_Bloom",buffer0);
Graphics.Blit(source,destination,material,3);
//释放之前分配的缓存
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(source, destination);
}
}
}
Shader源码
Shader "Hidden/Bloom"
{
Properties
{
//输入的渲染纹理
_MainTex ("Texture", 2D) = "white" {}
//高斯模糊后的较亮区域
_Bloom("Bloom(RGB)",2D)="black"{}
_LumimanceThreshold("lumimanceThreshold",float)=0.5
_BlurSize("BlurSize",float)=1.0
}
SubShader
{
// No culling or depth
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _Bloom;
float _LumimanceThreshold;
float _BlurSize;
struct v2f
{
half2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
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);
//把采样得到的亮度值减去阈值
fixed val = clamp(luminance(c)- _LumimanceThreshold,0.0,1.0);
return c*val;
}
//定义混合亮部图像和原图像使用的顶点和片元着色器
struct v2fBloom
{
half4 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
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/GaussianBlur/GAUSSIAN_BLUR_VERTICAL"
UsePass "Custom/GaussianBlur/GAUSSIAN_BLUR_HORIZONTAL"
Pass
{
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
}
Fallback Off
}