Bloom.cs:
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
material.SetFloat("_LuminanceThreshold", luminanceThreshold);
int rtW = source.width / downSample;
int rtH = source.height / downSample;
//分配一块小于屏幕大小的缓冲区 这样需要处理的像素就为几分之一
RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
buffer0.filterMode = FilterMode.Bilinear;
Graphics.Blit(source, buffer0, material, 0);//提取较亮区域存储于buffer0中
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);//对应subshader的第二个Pass
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
// Render the horizontal pass
Graphics.Blit(buffer0, buffer1, material, 2);//对应subshader的第三个Pass
RenderTexture.ReleaseTemporary(buffer0);
buffer0 = buffer1;
}
material.SetTexture("_Bloom", buffer0);
Graphics.Blit(source, destination, material, 3);//使用subshader的第四个Pass进行最后的混合,结果存储在目标渲染纹理destination中
RenderTexture.ReleaseTemporary(buffer0);
}
else
{
Graphics.Blit(source, destination);
}
}
上面的代码和高斯模糊使用的代码基本相同,但进行了一些修改。Bloom效果需要三个步骤:首先,提取图像中较亮的区域,通过Graphics.Blit(source, buffer0, material, 0)来使用shader中的第一个Pass来提取图像中较亮的区域,并存储在buffer0中。然后进行高斯模糊的迭代处理。模糊后较亮的区域会在buffer0中,此时再把buffer0传递给材质中的_Bloom纹理属性,并使用shader中的第四个Pass进行最后的混合。
shader:
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
half4 _MainTex_TexelSize;//纹理像素的尺寸 x contains 1.0/width y contains 1.0 / height z contains width w contains height
sampler2D _Bloom;
float _LuminanceThreshold;
float _BlurSize;
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;
}
fixed4 fragExtractBright(v2f i) :SV_Target{
fixed4 c = tex2D(_MainTex, i.uv);
fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0); //结果截取在0~1之间
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
}
//Pass需使用大写
UsePass "myShader/Gaussian Blur/GAUSSIAN_BLUR_VERTICAL"
UsePass "myShader/Gaussian Blur/GAUSSIAN_BLUR_HORIZONTAL"
Pass {
CGPROGRAM
#pragma vertex vertBloom
#pragma fragment fragBloom
ENDCG
}
}
效果图:
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