原理:
首先根据一个阈值提取出图像中较亮的区域,把他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,模拟光线扩散效果,最后将其和原图像进行混合,得到最终的结果
脚本实现:
我们要使用4个Pass通道
第一个Pass通道提取较亮的区域,存储起来
第二个Pass通道进行垂直模糊
第三个Pass通道进行水平模糊
第四个Pass通道进行混合
public class Bloom : PostEffectsBase
{
public Shader bloomShader;
private Material bloomMaterial = null;
public Material material
{
get
{
bloomMaterial = CheckShaderAndCreateMaterial(bloomShader, bloomMaterial);
return bloomMaterial;
}
}
[Range(0, 10)]
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;//控制提取较亮区域时使用的阈值
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);
//Graphics.Blit使用shader中的第一个Pass提取图像中的较亮区域,然后存储在buffer0中
for (int i = 0; i < iterations; i++) //对较亮区域进行高斯模糊迭代处理
{
material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 1);//垂直模糊
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 2);//水平模糊
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
material.SetTexture("_Bloom", buffer0);
//把buffer0传递给材质中的_Bloom纹理属性
Graphics.Blit(src, dest, material, 3);//混合
//调用Graphics.Blit使用第四个Pass进行最后的混合,将结果存储在目标渲染纹理dest中
RenderTexture.ReleaseTemporary(buffer0);//释放临时缓存
}
else
{
Graphics.Blit(src, dest);
}
}
}
Shader实现如下:
Shader "Bloom" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}//主纹理
_Bloom ("Bloom (RGB)", 2D) = "black" {}//高斯模糊后的较亮区域
_LuminanceThreshold ("Luminance Threshold", Float) = 0.5//阈值
_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);
//把采样得到的亮度值减去阈值,并把结果截取到0-1范围内
return c * val;//把该值和原像素值相乘,得到提取后的亮部区域
}
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);//混合
}
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
}
效果如下: