Bloom原理:
大多数情况图像亮度值不会超过1,但是如果我们在摄像机勾选了HDR,则硬件会允许我们把颜色值存储到一个更高精度的范围缓冲中,此时的像素亮度值可能超过1。
我们将颜色值大于1的部分进行提取,然后进行模糊计算。
最后将模糊后的图与原图进行混合,就达到了Bloom泛光效果。
C#代码
#region << 版 本 注 释 >>
/*
*----------------------------------------------------------------
* 类 名 称 :$safeitemname$
* 类 描 述 :
* 命名空间 :$rootnamespace$
* 机器名称 :$machinename$
* 作 者 :狐狸菌
* 创建时间 :$time$
*----------------------------------------------------------------
*
* 备 注 :
* ===============================================================
*
* ===============================================================
*/
#endregion
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ImageEffectAllowedInSceneView]
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(0f, 4f)]
public float luminanceThreshold = 1f;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
material.SetFloat("_LuminanceThreshold", luminanceThreshold);
int rtW = source.width / downSample;
int rtH = source.height / downSample;
//根据屏幕大小创建缓冲区buffer0
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
//纹理的过滤模式
// FilterMode.Bilinear 对纹理样本求平均值,纹理将变得模糊
buffer0.filterMode = FilterMode.Bilinear;
//使用Shader中的第一个Pass提取图像中较亮的部分,存储到buffer0中
Graphics.Blit(source, buffer0, material, 0);
for (int i = 0; i < iterations; i++)
{
//设置Shader的模糊强度参数
material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
//第一次创建buffer1
RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
//使用Shader中的第二个Pass对buffer0进行滤波,将结果存储到buffer1
Graphics.Blit(buffer0, buffer1, material, 1);
//释放buffer0,然后将buffer1中数据重新保存到buffer0中
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
//第二次创建buffer1
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
//使用Shader中的第三个Pass对buffer0进行滤波,将结果存储到buffer1
Graphics.Blit(buffer0, buffer1, material, 2);
//释放buffer0,然后将buffer1中数据重新保存到buffer0中
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
material.SetTexture("_Bloom", buffer0);
//使用Shader中的第四个Pass进行混合
Graphics.Blit(source, destination, material, 3);
//释放缓冲区
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(source, destination);
}
}
}
Shader
Shader "FoxShader/BloomShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" { }
_Bloom ("Bloom(RGB)", 2D) = "Black" { }
_LuminanceThreshold ("Luminance Threshold", Float) = 0.5
_BlurSize ("Blur Size", Float) = 1.0
}
//-------------------------CG着色语言声明部分 || Begin CG Include Part----------------------
CGINCLUDE
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _Bloom;
float _LuminanceThreshold;
float _BlurSize;
#include "UnityCG.cginc"
//--------------------------------------
//Pass1
struct v2f
{
float4 pos: SV_POSITION;
half2 uv: TEXCOORD0;
};
//顶点着色器代码块
v2f vertExtractBright(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
//片元着色器代码块
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);
//将采集到的亮度值减去阈值,并把结果截取到0-1范围内
//luminance用于获取图像亮度
fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0);
//将结果与原来部分相乘,得到亮部区域
return c * val;
}
//-------------------------------
//Pass2
struct v2fBloom
{
float4 pos: SV_POSITION;
half4 uv: TEXCOORD0;
};
//顶点着色器代码块
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;
}
//片元着色器代码块
fixed4 fragBloom(v2fBloom i): SV_Target
{
return tex2D(_MainTex, i.uv.xy) + tex2D(_Bloom, i.uv.zw);
}
ENDCG
//----------------------------------【子着色器 || SubShader】---------------------------------------
SubShader
{
// Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "CanUseSpriteAtlas" = "True" "PreviewType" = "Plane" }
ZWrite Off ZTest Always Cull Off
//提取过亮部分
Pass
{
CGPROGRAM
#pragma vertex vertExtractBright
#pragma fragment fragExtractBright
ENDCG
}
//引用双重模糊Pass
UsePass "FoxShader/DualKawaseBlur/GAUSSIAN_BLUR_VERTICAL"
UsePass "FoxShader/DualKawaseBlur/GAUSSIAN_BLUR_HORIZONTAL"
//混合模糊后图像与原图
Pass
{
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
}
Fallback off
}