unity屏幕后处理Bloom优化(光晕)

前言:前几天看米哈游的技术总监说:《崩坏3》的bloom效果的实现是
(1)高亮像素过滤
(2)向下采样(降采样)
(3)向上采样
(4)将模糊后的图像和原图像混合

经过上面的步骤,能高效的实现bloom效果


常规的bloom是使用: 提取高亮+ 卷积滤波横向和纵向+ 混合高亮模糊图和原图(这种实现方式和原理介绍,网上一大堆,这里就不再细说了)



一.效果图:
在这里插入图片描述在这里插入图片描述

话不多说,直接上代码:

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

[ExecuteInEditMode]
[ImageEffectAllowedInSceneView]
public class Bloom : MonoBehaviour
{
    #region constData
    const int firstPass = 0;
    const int downPass = 1;
    const int upPass = 2;
    const int mixPass = 3;
    #endregion


    public Shader bloom;
    private Material material;
    [Range(0,8)]
    public int Interations;
    [Range(1,10)]// 已经限定从1开始, 只有开启HDR的才会开启bloom
    public float Threshold =1;
    [Range(0,1)]
    public float SoftThreshold = 0.5f;
    [Range(0,10)]
    public float Intensity = 1;
    RenderTexture[] textures = new RenderTexture[8];
    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (!material)
        {
            material = new Material(bloom);
            material.hideFlags = HideFlags.HideAndDontSave;
        }
        material.SetFloat("_Threshold", Threshold);
        material.SetFloat("_Intensity", Intensity);
        float knee = Threshold - SoftThreshold;
        Vector4 filter;
        filter.x = Threshold;
        filter.y = Threshold - knee;
        filter.z = 2 * knee;
        filter.w = 4 * knee + 0.00001f;
        // 将参数,以V4的形式传递进shader,将计算量留在CPU,减少GPU的计算
        material.SetVector("_Filter", filter);


        int width = source.width;
        int height = source.height;
        width /= 2;
        height /= 2;
        RenderTextureFormat format = source.format;
        RenderTexture currentDestination = textures[0] = RenderTexture.GetTemporary(width, height, 0, format);
        Graphics.Blit(source, currentDestination,material,firstPass);
        RenderTexture currentSource = currentDestination;
        int i = 1;
        // 向下采样
        for (; i < Interations; i++)
        {
            width /= 2;
            height /= 2;
            if (height<2)
            {
                break;
            }
            currentDestination = textures[i] = RenderTexture.GetTemporary(width, height, 0, format);
            Graphics.Blit(currentSource, currentDestination,material,downPass);
            currentSource = currentDestination;
        }
        //向上采样
        for (i-=2; i>=0; i--)
        {
            currentDestination = textures[i];
            textures[i] = null;            
            Graphics.Blit(currentSource, currentDestination,material,upPass);
            RenderTexture.ReleaseTemporary(currentSource);
            currentSource = currentDestination;
        }
        material.SetTexture("_SourceTex", source);
        //混合
        Graphics.Blit(currentDestination, destination,material,mixPass);
        RenderTexture.ReleaseTemporary(currentDestination);
    }
}

Shader "custom/Bloom"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        //_SourceTex("SourceTex",2D) = "white"{}
        //_Threshold("_Threshold",float) = 1
        //_Filter("_Filter",Vector) = (0,0,0,0)
    }

	CGINCLUDE
            #include "UnityCG.cginc"
            float _Threshold;
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            sampler2D _MainTex;
            float4 _MainTex_TexelSize;
            sampler2D _SourceTex;
            float4 _SourceTex_ST; 
            vector _Filter;  
			float _Intensity;
            half3 Sample(float2 uv)
            {
                return tex2D(_MainTex,uv).rgb;
            }
            //
            half3 SampleBox(float2 uv,float detail)
            {
                float4 o = _MainTex_TexelSize.xyxy * float4(-detail,-detail,detail,detail);
                half3 c = Sample(uv+ o.xy) + Sample(uv + o.xz) + Sample(uv+o.zw) +Sample(uv+o.zx);
                return c*0.25;
            }

            // half3 Prefilter(half3 c)
            // {
            //     half brightness = max(c.r,max(c.g,c.b));
            //     half contribution = max(0,brightness - _Threshold);
            //     contribution /= max(brightness,0.00001);
            //     return contribution;
            // }
            half3 Prefilter(half3 c)
            {
                half brightness = max(c.r,max(c.g,c.b));
                half soft = brightness - _Filter.y;
                soft = clamp(soft,0,_Filter.z);
                soft = soft * soft/_Filter.w;
                half contribution = max(soft,brightness- _Filter.x);
                contribution /= max(brightness,0.00001);
                return contribution*c;
            }

	ENDCG
    SubShader
    {
        // No culling or depth
        Cull Off ZWrite Off ZTest Always
        Pass
        {        //像素的预筛选
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag        
            fixed4 frag (v2f i) : SV_Target
            {
                half3 col = Prefilter(SampleBox(i.uv,1));
                return fixed4(col,1);
            }
            ENDCG
        }

        Pass
        {
            //下采样
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag          

            fixed4 frag (v2f i) : SV_Target
            {
                
                half3 col = SampleBox(i.uv,1);
                return fixed4(col,1);
            }
            ENDCG
        }
        Pass
        {
            Blend One One
            // 上采样
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag          

            fixed4 frag (v2f i) : SV_Target
            {
                
                half3 col = SampleBox(i.uv,0.5);
                return fixed4(col,1);
            }
            ENDCG
        }
        Pass
        {
            //混合
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag  
            
                 

            fixed4 frag (v2f i) : SV_Target
            {
                
                half3 col = SampleBox(i.uv,0.5) + tex2D(_SourceTex,i.uv).rgb * _Intensity;
                //half3 col = SampleBox(i.uv,1);
                return fixed4(col,1);
            }
            ENDCG
        }
    }
}

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