1.将此脚本挂在相机上
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;
}
}
//Bloom是建立在高斯模糊基础上的,所以参数基本与高斯模糊一样
//模糊迭代次数
[Range(0,4)] public int Iterations = 3;
//模糊范围
[Range(0.2f, 3.0f)] public float BlurSperad = 0.6f;
//缩放系数
[Range(1, 8)] public int DownSample = 2;
//亮度阈值,控制提取较亮区域时使用的阈值大小
//一般情况下图像的亮度值不会超过1,但是如果开启了HDR,硬件会允许颜色值被存储在一个更高精度范围的缓冲中,此时可能会超过1,所以范围定在0-4
[Range(0.0f, 4.0f)] public float LuminanceThreshold = 0.6f;
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;
//使用Shader中的第一个Pass提取图像中较亮的区域
Graphics.Blit(src, buffer0, Material, 0);
//高斯模糊迭代处理
for (int i = 0; i < Iterations; i++)
{
Material.SetFloat("_BlurSize", 1.0f + i * BlurSperad);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
//使用第二个Pass,渲染竖直滤波
Graphics.Blit(buffer0, buffer1,Material,1);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
//使用第三个Pass,渲染水平滤波
Graphics.Blit(buffer0, buffer1, Material, 2);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
//把材质传递给材质中的Bloom纹理属性
Material.SetTexture("_Bloom", buffer0);
//使用第四个Pass,将原图与材质进行混合,并输出最终结果
Graphics.Blit(src, dest, Material, 3);
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(src, dest);
}
}
}
2.将此shader赋值给脚本
Shader "Unity Shaders Book/Chapter 12/Bloom"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
//高斯模糊的较亮区域
_Bloom ("Bloom (RGB)", 2D) = "black"{}
//提取较亮区域的阈值
_LuminanceThreshold("Luminance Threshold", Float) = 0.5
//控制不同迭代之间高斯模糊的模糊区域范围
_BlurSize("Blur Size", Float) = 1.0
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _Bloom;
float _LuminanceThreshold;
float _BlurSize;
//定义提取较亮区域需要使用的顶点着色器和片元着色器
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
//顶点着色器与之前相同
v2f vertExtractBright(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
//亮度值采样
fixed luminance(fixed4 color) {
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
//片元着色器,得到亮部区域
fixed4 fragExtractBright(v2f i) : SV_Target
{
fixed4 c = tex2D(_MainTex, i.uv);
//将亮度值减去阈值并截取到0-1范围
fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0);
//将该值与原像素值相乘,得到亮部区域
return c * val;
}
//定义混合亮部区域与原图像时使用的顶点着色器和片元着色器
struct v2fBloom {
float4 pos : SV_POSITION;
//使用half4同时存储_MainTex与_Bloom的坐标
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;
//平台差异化处理
//判断是否时DirectX平台(uv从顶部开始)
#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
{
//把两张纹理的采样结果相加混合
return tex2D(_MainTex, i.uv.xy) + tex2D(_Bloom,i.uv.zw);
}
ENDCG
//定义Bloom效果需要的4个Pass
ZTest Always Cull Off Zwrite Off
Pass
{
CGPROGRAM
#pragma vertex vertExtractBright
#pragma fragment fragExtractBright
ENDCG
}
//使用在高斯模糊中定义好的两个Pass
UsePass"UnityShaderBook/Chapter12/GaussianBlur/GAUSSIAN_BLUR_VERTICAL"
UsePass"UnityShaderBook/Chapter12/GaussianBlur/GAUSSIAN_BLUR_HORIZONTAL"
Pass
{
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
}
Fallback Off
}