运动模糊的实现有多种方法。一种方法是利用一块累积缓存来混合多张连续的图像。当物体快速移动产生多张图像后,取它们的之间的平均值作为最后的运动模糊图像。这种方法对性能有比较大的消耗,因为想要获取多张帧图像往往意味着我们需要在同一帧里渲染多次场景。另一种方法是创建和使用速度缓存,这个缓存中存储了各个像素当前的运动速度,然后利用该值来决定模糊的方向和大小。
C#代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MotionBlur : PostEffectBase {
public Shader motionBlurShader;
private Material motionBlurMaterial = null;
public Material material
{
get
{
motionBlurMaterial = CheckShaderAndCreateMaterial(motionBlurShader, motionBlurMaterial);
return motionBlurMaterial;
}
}
[Range(0.0f, 0.9f)]
public float blurAmount = 0.5f;
private RenderTexture accumulationTexture;
void OnDisable()
{
//当脚本不运行时,立即销毁accumulationTexture,我们需要在下一次开始应用运动模糊时重新叠加图像。
DestroyImmediate(accumulationTexture);
}
void OnRenderImage (RenderTexture src, RenderTexture dest)
{
if(material != null)
{
if(accumulationTexture == null || accumulationTexture.width != src.width || accumulationTexture.height != src.height)
{
DestroyImmediate(accumulationTexture);
accumulationTexture = new RenderTexture(src.width, src.height, 0);
accumulationTexture.hideFlags = HideFlags.HideAndDontSave;
Graphics.Blit(src, accumulationTexture);
}
accumulationTexture.MarkRestoreExpected();
material.SetFloat("_BlurAmount", 1.0f - blurAmount);
Graphics.Blit (src, accumulationTexture, material);
Graphics.Blit (accumulationTexture, dest);
}
else
{
Graphics.Blit(src, dest);
}
}
}
Shader:
Shader "Hidden/MotionBlur"
{
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BlurAmount ("Blur Amount", Float) = 1.0
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _BlurAmount;
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 fragRGB (v2f i) : SV_Target {
return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount);
}
half4 fragA (v2f i) : SV_Target {
return tex2D(_MainTex, i.uv);
}
ENDCG
ZTest Always Cull Off ZWrite Off
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
CGPROGRAM
#pragma vertex vert
#pragma fragment fragRGB
ENDCG
}
Pass {
Blend One Zero
ColorMask A
CGPROGRAM
#pragma vertex vert
#pragma fragment fragA
ENDCG
}
}
FallBack Off
}