【Unity Shader入门练习】Bloom效果
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0x00 序言
本节是在 高斯模糊的基础上进行的,稍加修改即可得到Bloom效果。
0x01 效果图
0x02 基本概念
首先根据一个阈值提取出图像中较亮的区域,把它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,模拟光线扩散的效果,最后再将其和原图像进行混合,得到最终的结果。
0x03 脚本代码
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; } } [Range(0, 4)] 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; 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; //step1.提取较亮的区域,存储在buffer0 Graphics.Blit(src, buffer0, material, 0); //step2.进行高斯模糊 for (int i = 0; i < iterations; i++) { material.SetFloat("_BlurSize", 1.0f + i * blurSpread); RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 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; } //step3.把buffer0传递给材质中的_Bloom纹理属性 material.SetTexture("_Bloom", buffer0); Graphics.Blit(src, dest, material, 3); RenderTexture.ReleaseTemporary(buffer0); } else { Graphics.Blit(src, dest); } }}
0x04 Shader代码
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Bloom"{ Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _BlurSize("Blur Size", Float) = 1.0 _Bloom ("Bloom (RGB)", 2D) = "black" {} _LuminanceThreshold ("Luminance Threshold", Float) = 0.5 } SubShader{ CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; half4 _MainTex_TexelSize; float _BlurSize; sampler2D _Bloom; float _LuminanceThreshold; 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; } // 将采样得到的亮度值减去阈值,并把结果clamp到0~1范围内,然后把该值和原像素值相乘,得到提亮后的亮部区域。 fixed4 fragExtractBright(v2f i) : SV_Target{ fixed4 c = tex2D(_MainTex, i.uv); fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0); return c * val; } 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); } 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}
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