自言自语
学习实现简易bloom 4个pass 有点绕脑袋 还好耐着性子 整理出来了
原图效果
自制简易bloom效果
标准饱和度效果
增强饱和度效果
设置面板
有开放迭代次数 范围 饱和度 分辨率 等 不过效果还是不咋地
C#部分
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class TNBloom : PostProcessWangBase
{
//高斯模糊迭代次数
[Range(0, 6)]
public int iteration = 1;
//bloom高亮的阈值范围
[Range(0f, 1f)]
public float BloomThreshold = 0.5f;
//光晕扩散效果 其实就是高斯模糊采样距离和范围
[Range(0f, 6f)]
public float BloomSpread = 0.5f;
//bloom强度
[Range(0f, 10f)]
public float BloomStrenth = 1f;
//饱和度 防止bloom过白
[Range(0f, 2f)]
public float Saturation = 1f;
//降采样 也就是bloom的分辨率
[Range(1, 8)]
public int downsample = 2;
public Shader bloomShader;
private Material bloomMaterial = null;
public Material Omaterial
{
get
{
bloomMaterial = CheckShaderAndMaterial(bloomShader, bloomMaterial);
return bloomMaterial;
}
}
protected void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (Omaterial == null )
{
Graphics.Blit(source, destination);
}
else
{
int rtW = source.width / downsample;
int rtH = source.height / downsample;
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
//先通过pass 0 降bloom 高亮部分通过阈值算出来 给到buffer0
Graphics.Blit(source, buffer0, Omaterial, 0);
for (int i = 0; i<iteration;i++)
{
Omaterial.SetFloat("_BloomThreshold", BloomThreshold);
Omaterial.SetFloat("_BloomSaturation", Saturation);
//强度变化不明显 乘以一个系数10f 方便调试
Omaterial.SetFloat("_BloomStrenth", BloomStrenth*10f);
Omaterial.SetFloat("_BlurSize", 1.0f+i* BloomSpread);
//通过pass 1 对高亮范围进行纵向模糊 存入buffer1
Graphics.Blit(buffer0, buffer1, Omaterial, 1);
//释放buffer0 方便下一步存储新缓存
RenderTexture.ReleaseTemporary(buffer0);
//通过pass 2 对高亮范围进行横向模糊 存入buffer0
Graphics.Blit(buffer1, buffer0, Omaterial, 2);
//释放buffer1的缓存
RenderTexture.ReleaseTemporary(buffer1);
}
//把buffer0模糊好的高亮图像 传给shader中 _Bloom贴图
Omaterial.SetTexture("_Bloom", buffer0);
//通过pass 3 把屏幕贴图和_Bloom图相加 存入新的目标缓存中
Graphics.Blit(source, destination, Omaterial, 3);
//清空缓存
RenderTexture.ReleaseTemporary(buffer0);
}
}
}
Shader部分
Shader "TNShaderPractise/ShaderPractise_Bloom"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Bloom ("Bloom",2D)="black"{}
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Transparent"}
CGINCLUDE
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _Bloom;
float _BloomThreshold;
float _BloomStrenth;
//虽然直接给个饱和度是不准确的却能让光晕颜色鲜亮 不至于发白
float _BloomSaturation;
//这里定义一个_BlurSize是因为调用的高斯模糊pass里需要这个参数来定义模糊采样距离
float _BlurSize;
struct a2v
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD1;
};
/// pass 0 用来提取屏幕中高亮部分
v2f vertExBright(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
//构建灰度函数
fixed Luminance(fixed4 c)
{
return fixed(c.r*0.2125 + c.g*0.7154 + c.b*0.0721);
}
fixed4 fragExBright (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex,i.uv);
//通过屏幕图像转灰度 再减去阈值 得到高亮区域 再映射到0到1的范围内
fixed tempGray = clamp(Luminance(col)- _BloomThreshold,0.0,1.0);
//高亮区域与屏幕图像相乘的到bloom图像像素信息
fixed4 bloomCol = col * tempGray;
//再进行去色
fixed4 tempCol= fixed4(Luminance(bloomCol), Luminance(bloomCol), Luminance(bloomCol),col.a);
//自行添加饱和度调节 虽然不准但会润色一些 不至于高光晕高亮发白
fixed4 satCol = lerp(tempCol, bloomCol, _BloomSaturation);
//增强光晕亮度强度
fixed4 bloomC = satCol *_BloomStrenth;
return bloomC;
}
/// pass 3 用来加权处理过的bloom和原图
struct a2vBloom
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2fBloom
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD1;
};
v2fBloom vertBloom(a2vBloom v)
{
v2fBloom o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord;
o.uv.zw = v.texcoord;
return o;
}
fixed4 fragBloom(v2fBloom i) :SV_Target
{
fixed4 color = tex2D(_MainTex,i.uv.xy);
#if UNITY_UV_STARTS_AT_TOP
//做平台判定 DX平台是从上到下的算UV 所以如果是DX 就得取反y
if (_MainTex_TexelSize.y < 0.0)
i.uv.w = 1.0 - i.uv.w;
#endif
fixed4 bloomColor = tex2D(_Bloom, i.uv.zw);
//直接屏幕图像与bloom光晕部分相加即可
return color + bloomColor;
}
ENDCG
ZWrite Off ZTest Always Cull Off
///pass 0
Pass
{
CGPROGRAM
#pragma vertex vertExBright
#pragma fragment fragExBright
ENDCG
}
//调用高斯模糊中写好的pass 进行高斯模糊计算高亮部分 具体可以看高斯模糊笔记篇
///pass 1
UsePass "TNShaderPractise/ShaderPractise_GaussianBlur_033/GAUSSIANBLUR_VERTICAL"
///pass 2
UsePass "TNShaderPractise/ShaderPractise_GaussianBlur_033/GAUSSIANBLUR_HORIZONTAL"
///pass 3
Pass
{
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
}
FallBack Off
}
小结
算是基本理解了高斯模糊原理的简易bloom吧。等把整本书啃完了 再去研究下大神们的bloom怎么写.
Fighting!!TA building!