后处理Unity基本上都提供了相应的实现了。
后处理基类:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class PostEffectBase : MonoBehaviour
{
public Shader usedShader;
protected Material usedMaterial;
public Material material
{
get
{
usedMaterial = CheckShaderAndCreateMaterial(usedShader,usedMaterial);
return usedMaterial;
}
}
void Start()
{
CheckResources();
}
protected void CheckResources()
{
bool isSupported = CheckSupport();
if (isSupported == false)
{
NotSupport();
}
}
private void NotSupport()
{
enabled = false;
}
private bool CheckSupport()
{
if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false)
{
Debug.LogError("不支持后处理!");
return false;
}
return true;
}
protected Material CheckShaderAndCreateMaterial(Shader shader, Material material)
{
if (shader == null)
{
return null;
}
if (shader.isSupported && material && material.shader == shader)
return material;
if (!shader.isSupported)
{
return null;
}
else
{
material = new Material(shader);
material.hideFlags = HideFlags.DontSave;
if (material)
return material;
else
return null;
}
}
}
调整屏幕亮度饱和度和对比度:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class BrightnessSaturationAndContrast : PostEffectBase
{
[Range(0, 3f)]
public float brightness = 1;
[Range(0, 3f)]
public float saturation = 1;
[Range(0, 3f)]
public float contrast = 1;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
material.SetFloat("_Brightness",brightness);
material.SetFloat("_Saturation",saturation);
material.SetFloat("_Contrast",contrast);
Graphics.Blit(source,destination,material);
}
else
{
Graphics.Blit(source,destination);
}
}
}
Shader "Unlit/26"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Brightness("Brightness",Float)=1
_Saturation("Saturation",Float)=1
_Contrast("Contrast",Float)=1
}
SubShader
{
Pass
{
ZTest Always
Cull Off
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
half _Brightness;
half _Saturation;
half _Contrast;
struct a2v
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 renderTex = tex2D(_MainTex, i.uv);
//应用亮度
fixed3 finalColor = renderTex.rgb * _Brightness;
//应用饱和度
fixed luminance = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;
fixed3 luminanceColor = fixed3(luminance,luminance,luminance);
finalColor = lerp(luminance, finalColor,_Saturation);
//应用对比度
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
finalColor = lerp(avgColor,finalColor,_Contrast);
return fixed4(finalColor,renderTex.a);
}
ENDCG
}
}
}
边缘检测:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EdgeDetection : PostEffectBase
{
[Range(0,1f)]
public float edgeOnly = 0;
public Color edgeColor = Color.black;
public Color backgroundColor = Color.white;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
material.SetFloat("_EdgeOnly", edgeOnly);
material.SetColor("_EdgeColor", edgeColor);
material.SetColor("_BackgroundColor", backgroundColor);
Graphics.Blit(source, destination, material);
}
else
{
Graphics.Blit(source, destination);
}
}
}
Shader "Unlit/27"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_EdgeOnly("EdgeOnly",Float)=1
_EdgeColor("EdgeColor",Color)=(0,0,0,1)
_BackgroundColor("BackgroundColor",Color)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _EdgeOnly;
fixed4 _EdgeColor;
fixed4 _BackgroundColor;
struct v2f
{
float4 pos : SV_POSITION;
half2 uv[9] : TEXCOORD0;
};
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1,-1);
o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1);
o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1);
o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0);
o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0);
o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 0);
o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1);
o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1);
o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1);
return o;
}
fixed luminance(fixed4 color)
{
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
//Sobel边缘检测算子
half Sobel(v2f i)
{
const half Gx[9] = { -1,-2,-1,
0, 0, 0,
1, 2, 1 };
const half Gy[9] = { -1, 0, 1,
-2, 0, 2,
-1, 0, 1 };
half texColor;
half edgeX = 0;
half edgeY = 0;
//注意参数不要和传进来的参数重名了
for (int j = 0; j < 9; j++)
{
texColor = luminance(tex2D(_MainTex, i.uv[j]));
//texColor = tex2D(_MainTex,i.uv[j]);
edgeX += texColor * Gx[j];
edgeY += texColor * Gy[j];
}
half edge = 1 - abs(edgeX) - abs(edgeY);
return edge;
}
fixed4 frag(v2f i) : SV_Target
{
half edge = Sobel(i);
//edge=0 是边,edge=1 是原图(采样中间值),0-1之间的进行混合
//edge = edge < 0.1 ? 0 : 1;
fixed4 withEdgeColor = lerp(_EdgeColor,tex2D(_MainTex,i.uv[4]),edge);
fixed4 onlyEdgeColor = lerp(_EdgeColor,_BackgroundColor,edge);
return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
}
ENDCG
}
}
Fallback Off
}
高斯模糊:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GaussianBlur : PostEffectBase
{
[Range(0, 4)]
public int iterations = 3;
[Range(0.2f, 3f)]
public float blurSpread = 0.6f;
[Range(1, 8)]
public int downSample = 2;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
int rtW = source.width / downSample;
int rtH = source.height / downSample;
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
buffer0.filterMode = FilterMode.Bilinear;
Graphics.Blit(source, buffer0);
for (int i = 0; i < iterations; i++)
{
material.SetFloat("_BlurSize", 1 + i * blurSpread);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtH, rtW, 0);
Graphics.Blit(buffer0, buffer1, material, 0);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 1);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
Graphics.Blit(buffer0, destination);
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(source, destination);
}
}
}
Shader "Unlit/28"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_BlurSize("Blur Size", Float) = 1.0 // 模糊采样距离,过大会产生虚影
}
SubShader
{
// 类似C++头文件功能。使用时不用包含在Pass块,Pass中直接指定顶点和片元着色器,可避免编写两个一样的frag函数
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _BlurSize;
struct v2f
{
float4 pos : SV_POSITION;
half2 uv[5]: TEXCOORD0;
};
// appdata_img定义在UnityCG.cginc
v2f vertBlurVertical(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv;
o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
return o;
}
v2f vertBlurHorizontal(appdata_img v)
{
// 类似处理垂直模糊的顶点着色器
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv;
o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
return o;
}
// 两个Pass公用片元着色器
fixed4 fragBlur(v2f i) : SV_Target
{
float weight[3] = {0.4026, 0.2442, 0.0545};
fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0]; // 中间点
// 另外四个点
for (int it = 1; it < 3; it++)
{
sum += tex2D(_MainTex, i.uv[it * 2 - 1]).rgb * weight[it]; // 和下面对称的点
sum += tex2D(_MainTex, i.uv[it * 2]).rgb * weight[it];
}
return fixed4(sum, 1.0);
}
ENDCG
ZTest Always Cull Off ZWrite Off
Pass
{
NAME "GAUSSIAN_BLUR_VERTICAL" // 定义名字。可以从其他Shader直接来使用该Pass
CGPROGRAM
#pragma vertex vertBlurVertical
#pragma fragment fragBlur
ENDCG
}
Pass
{
NAME "GAUSSIAN_BLUR_HORIZONTAL"
CGPROGRAM
#pragma vertex vertBlurHorizontal
#pragma fragment fragBlur
ENDCG
}
}
}
Bloom:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bloom : PostEffectBase
{
[Range(0, 4)]
public int iterations = 3;
[Range(0.2f, 3f)]
public float blurSpread = 0.6f;
[Range(1, 8)]
public int downSample = 2;
[Range(0, 4f)]
public float luminanceThreshold = 0.5f;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
material.SetFloat("_LuminanceThreshold", luminanceThreshold);
int rtW = source.width / downSample;
int rtH = source.height / downSample;
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
buffer0.filterMode = FilterMode.Bilinear;
Graphics.Blit(source, buffer0, material, 0);
for (int i = 0; i < iterations; i++)
{
material.SetFloat("_BlurSize", 1 + i * blurSpread);
RenderTexture buffer1 = RenderTexture.GetTemporary(rtH, rtW, 0);
Graphics.Blit(buffer0, buffer1, material, 1);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
Graphics.Blit(buffer0, buffer1, material, 2);
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
material.SetTexture("_Bloom", buffer0);
Graphics.Blit(source, destination, material, 3);
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(source, destination);
}
}
}
Shader "Unlit/29"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_Bloom("Bloom",2D) = "black"{}
_LuminanceThreshold("LuminanceThreshold",Float) = 0.5
_BlurSize("Blur Size", Float) = 1.0 // 模糊采样距离,过大会产生虚影
}
SubShader
{
// 类似C++头文件功能。使用时不用包含在Pass块,Pass中直接指定顶点和片元着色器,可避免编写两个一样的frag函数
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _Bloom;
float _LuminanceThreshold;
float _BlurSize;
//先定义提取屏幕较亮区域
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;
}
//获取亮度值
fixed luminance(fixed4 color)
{
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
fixed4 fragExtractBright(v2f i) :SV_Target
{
fixed4 col = tex2D(_MainTex,i.uv);
fixed val = clamp(luminance(col) - _LuminanceThreshold, 0.0, 1.0);
return col * val;
}
//定义混合Pass 用的
struct v2fBloom
{
float4 pos:SV_POSITION;
float4 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)
o.uv.w = 1 - o.uv.w;
#endif
return o;
}
fixed4 fragBloom(v2fBloom i) :SV_Target
{
return tex2D(_MainTex,i.uv.xy) + tex2D(_Bloom,i.uv.zw);
}
ENDCG
ZTest Always Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vertExtractBright
#pragma fragment fragExtractBright
ENDCG
}
UsePass "Unlit/28/GAUSSIAN_BLUR_VERTICAL"
UsePass "Unlit/28/GAUSSIAN_BLUR_HORIZONTAL"
Pass
{
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
}
}
运动模糊:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class MotionBlur : PostEffectBase
{
[Range(0, 1f)]
public float blurAmount = 0.5f;
//累计图像叠加缓存
private RenderTexture accumulationTexture;
private void OnDisable()
{
DestroyImmediate(accumulationTexture);
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
if (accumulationTexture == null || accumulationTexture.width != source.width || accumulationTexture.height != source.height)
{
DestroyImmediate(accumulationTexture);
accumulationTexture = new RenderTexture(source.width, source.height, 0);
accumulationTexture.hideFlags = HideFlags.HideAndDontSave;
Graphics.Blit(source, accumulationTexture);
}
accumulationTexture.MarkRestoreExpected();
material.SetFloat("_BlurAmount", 1 - blurAmount);
Graphics.Blit(source,accumulationTexture,material);
Graphics.Blit(accumulationTexture,destination);
}
else
{
Graphics.Blit(source, destination);
}
}
}
Shader "Unlit/30"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BlurAmount("BlurAmount",Float)=0.5
}
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 = UnityObjectToClipPos(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
}
}
}