Unity Shader总结(十二)——屏幕后处理

建立屏幕后处理脚本

首先创建脚本检查当前脚本是否支持,绑定在摄像机上;后面的屏幕特效继承该类即可;

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {
    
    

	// Called when start
	//检查各种资源和条件是否满足
	protected void CheckResources() {
    
    
		bool isSupported = CheckSupport();
		
		if (isSupported == false) {
    
    
			NotSupported();
		}
	}

	// Called in CheckResources to check support on this platform
	protected bool CheckSupport() {
    
    
		if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) {
    
    
			Debug.LogWarning("This platform does not support image effects or render textures.");
			return false;
		}
		
		return true;
	}

	// Called when the platform doesn't support this effect
	protected void NotSupported() {
    
    
		enabled = false;
	}
	
	protected void Start() {
    
    
		CheckResources();
	}

	// Called when need to create the material used by this effect
	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

该脚本给摄像机

using UnityEngine;
using System.Collections;

public class BrightnessSaturationAndContrast : PostEffectsBase {
    
    

	public Shader briSatConShader;
	private Material briSatConMaterial;
	public Material material {
    
      
		get {
    
    
			briSatConMaterial = CheckShaderAndCreateMaterial(briSatConShader, briSatConMaterial);
			return briSatConMaterial;
		}  
	}

	[Range(0.0f, 3.0f)]
	public float brightness = 1.0f;

	[Range(0.0f, 3.0f)]
	public float saturation = 1.0f;

	[Range(0.0f, 3.0f)]
	public float contrast = 1.0f;
	//OnRenderImage得到当前屏幕图像,利用Graphics.Blit处理后给RenderTexture
	void OnRenderImage(RenderTexture src, RenderTexture dest) {
    
    
		if (material != null) {
    
    
			material.SetFloat("_Brightness", brightness);
			material.SetFloat("_Saturation", saturation);
			material.SetFloat("_Contrast", contrast);

			Graphics.Blit(src, dest, material);
		} else {
    
    
			Graphics.Blit(src, dest);
		}
	}
}

把该shader拖到脚本属性中

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 12/Brightness Saturation And Contrast" {
    
    
	Properties {
    
    
		_MainTex ("Base (RGB)", 2D) = "white" {
    
    }
		_Brightness ("Brightness", Float) = 1
		_Saturation("Saturation", Float) = 1
		_Contrast("Contrast", Float) = 1
	}
	SubShader {
    
    
		Pass {
    
      
		//防止对其他物体产生影响,屏幕后处理相当于绘制一个和屏幕相同大小的四边形面片
			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 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 frag(v2f i) : SV_Target {
    
    
				fixed4 renderTex = tex2D(_MainTex, i.uv);  
				  
				// Apply brightness
				fixed3 finalColor = renderTex.rgb * _Brightness;
				
				// Apply saturation
				//计算该像素对应的亮度值,创建一个饱和度为0的颜色值
				fixed luminance = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;
				fixed3 luminanceColor = fixed3(luminance, luminance, luminance);
				//_Saturation插值,得到饱和度
				finalColor = lerp(luminanceColor, finalColor, _Saturation);
				
				// Apply contrast
				//创建对比度为0的颜色值
				fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
				finalColor = lerp(avgColor, finalColor, _Contrast);
				
				return fixed4(finalColor, renderTex.a);  
			}  
			  
			ENDCG
		}  
	}
	
	Fallback Off
}

边缘检测实现描边

边缘检测要用卷积核来做,计算梯度值

在这里插入图片描述

脚本

using UnityEngine;
using System.Collections;

public class EdgeDetection : PostEffectsBase {
    
    

	public Shader edgeDetectShader;
	private Material edgeDetectMaterial = null;
	public Material material {
    
      
		get {
    
    
			edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
			return edgeDetectMaterial;
		}  
	}

	[Range(0.0f, 1.0f)]
	//边缘线强度,0时直接叠加在原图,1时只会看见边缘
	public float edgesOnly = 0.0f;
	//描边颜色
	public Color edgeColor = Color.black;
	
	public Color backgroundColor = Color.white;

	void OnRenderImage (RenderTexture src, RenderTexture dest) {
    
    
		if (material != null) {
    
    
			material.SetFloat("_EdgeOnly", edgesOnly);
			material.SetColor("_EdgeColor", edgeColor);
			material.SetColor("_BackgroundColor", backgroundColor);

			Graphics.Blit(src, dest, material);
		} else {
    
    
			Graphics.Blit(src, dest);
		}
	}
}

shader(使用sobel)

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 12/Edge Detection" {
    
    
	Properties {
    
    
		_MainTex ("Base (RGB)", 2D) = "white" {
    
    }
		_EdgeOnly ("Edge Only", Float) = 1.0
		_EdgeColor ("Edge Color", Color) = (0, 0, 0, 1)
		_BackgroundColor ("Background Color", Color) = (1, 1, 1, 1)
	}
	SubShader {
    
    
		Pass {
    
      
			ZTest Always Cull Off ZWrite Off
			
			CGPROGRAM
			
			#include "UnityCG.cginc"
			
			#pragma vertex vert  
			#pragma fragment fragSobel
			
			sampler2D _MainTex;  
			//每个纹素的大小,如512*512,纹素就是1/512
			//因为卷积需要对相邻区域纹理采样,利用它计算各个相邻区域的纹理坐标
			uniform half4 _MainTex_TexelSize;
			fixed _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;
				//9个区域
				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; 
			}
			
			half Sobel(v2f i) {
    
    
				const half Gx[9] = {
    
    -1,  0,  1,
										-2,  0,  2,
										-1,  0,  1};
				const half Gy[9] = {
    
    -1, -2, -1,
										0,  0,  0,
										1,  2,  1};		
				
				half texColor;
				half edgeX = 0;
				half edgeY = 0;
				for (int it = 0; it < 9; it++) {
    
    
					texColor = luminance(tex2D(_MainTex, i.uv[it]));
					edgeX += texColor * Gx[it];
					edgeY += texColor * Gy[it];
				}
				//值越小越可能是边缘点
				half edge = 1 - abs(edgeX) - abs(edgeY);
				
				return edge;
			}
			
			fixed4 fragSobel(v2f i) : SV_Target {
    
    
			//就散当前像素的梯度值
				half edge = Sobel(i);
				//计算背景为原图下的颜色值
				fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge);
				//计算背景为纯色下的颜色值
				fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
				//插值得到最终的像素值
				return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
 			}
			
			ENDCG
		} 
	}
	FallBack Off
}

高斯模糊

高斯模糊维数越高,影响越大,领域像素距离当前像素越近,影响越大;
脚本

using UnityEngine;
using System.Collections;

public class GaussianBlur : PostEffectsBase {
    
    

	public Shader gaussianBlurShader;
	private Material gaussianBlurMaterial = null;

	public Material material {
    
      
		get {
    
    
			gaussianBlurMaterial = CheckShaderAndCreateMaterial(gaussianBlurShader, gaussianBlurMaterial);
			return gaussianBlurMaterial;
		}  
	}

	// Blur iterations - larger number means more blur.
	[Range(0, 4)]
	//高斯模糊迭代次数
	public int iterations = 3;
	
	// Blur spread for each iteration - larger value means more blur
	[Range(0.2f, 3.0f)]
	//模糊范围,值越大,模糊程度越高,但不会影响采样次数
	public float blurSpread = 0.6f;
	
	[Range(1, 8)]
	//缩放系数,值越大,需要处理的像素越少,进一步提高模糊程度
	public int downSample = 2;
	
	/// 1st edition: just apply blur
//	void OnRenderImage(RenderTexture src, RenderTexture dest) {
    
    
//		if (material != null) {
    
    
//			int rtW = src.width;
//			int rtH = src.height;
//			RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
//
//			// Render the vertical pass
//			Graphics.Blit(src, buffer, material, 0);
//			// Render the horizontal pass
//			Graphics.Blit(buffer, dest, material, 1);
//
//			RenderTexture.ReleaseTemporary(buffer);
//		} else {
    
    
//			Graphics.Blit(src, dest);
//		}
//	} 

	/// 2nd edition: scale the render texture
//	void OnRenderImage (RenderTexture src, RenderTexture dest) {
    
    
//		if (material != null) {
    
    
//			int rtW = src.width/downSample;
//			int rtH = src.height/downSample;
//			RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
//			buffer.filterMode = FilterMode.Bilinear;
//
//			// Render the vertical pass
//			Graphics.Blit(src, buffer, material, 0);
//			// Render the horizontal pass
//			Graphics.Blit(buffer, dest, material, 1);
//
//			RenderTexture.ReleaseTemporary(buffer);
//		} else {
    
    
//			Graphics.Blit(src, dest);
//		}
//	}

	/// 3rd edition: use iterations for larger blur
	void OnRenderImage (RenderTexture src, RenderTexture dest) {
    
    
		if (material != null) {
    
    
			int rtW = src.width/downSample;
			int rtH = src.height/downSample;

			RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
			buffer0.filterMode = FilterMode.Bilinear;

			Graphics.Blit(src, buffer0);

			for (int i = 0; i < iterations; i++) {
    
    
				material.SetFloat("_BlurSize", 1.0f + i * blurSpread);

				RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

				// Render the vertical pass
				Graphics.Blit(buffer0, buffer1, material, 0);

				RenderTexture.ReleaseTemporary(buffer0);
				buffer0 = buffer1;
				buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);

				// Render the horizontal pass
				Graphics.Blit(buffer0, buffer1, material, 1);

				RenderTexture.ReleaseTemporary(buffer0);
				buffer0 = buffer1;
			}

			Graphics.Blit(buffer0, dest);
			RenderTexture.ReleaseTemporary(buffer0);
		} else {
    
    
			Graphics.Blit(src, dest);
		}
	}
}

shader

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 12/Gaussian Blur" {
    
    
	Properties {
    
    
		_MainTex ("Base (RGB)", 2D) = "white" {
    
    }
		_BlurSize ("Blur Size", Float) = 1.0
	}
	SubShader {
    
    
	//避免每次都写一样的frag函数,pass中可以直接调用
		CGINCLUDE
		
		#include "UnityCG.cginc"
		
		sampler2D _MainTex;  
		half4 _MainTex_TexelSize;
		float _BlurSize;
		  
		struct v2f {
    
    
			float4 pos : SV_POSITION;
			half2 uv[5]: TEXCOORD0;
		};
		  //
		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) {
    
    
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);
			
			half2 uv = v.texcoord;
			//5*5高斯核可以拆成两个大小为5的一维高斯核,因此只需要5个纹理坐标
			//当前采样纹理
			o.uv[0] = uv;
			//对领域采样,_BlurSize控制采样距离,值越大,越模糊
			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;
		}
		
		fixed4 fragBlur(v2f i) : SV_Target {
    
    
		//因为高斯核对称性,本来5个,只需要3个
			float weight[3] = {
    
    0.4026, 0.2442, 0.0545};
			
			fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
			
			for (int it = 1; it < 3; it++) {
    
    
				sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
				sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
			}
			
			return fixed4(sum, 1.0);
		}
		    
		ENDCG
		
		ZTest Always Cull Off ZWrite Off
		
		Pass {
    
    
		//方便其他的shader能直接调用
			NAME "GAUSSIAN_BLUR_VERTICAL"
			
			CGPROGRAM
			  
			#pragma vertex vertBlurVertical  
			#pragma fragment fragBlur
			  
			ENDCG  
		}
		
		Pass {
    
      
			NAME "GAUSSIAN_BLUR_HORIZONTAL"
			
			CGPROGRAM  
			
			#pragma vertex vertBlurHorizontal  
			#pragma fragment fragBlur
			
			ENDCG
		}
	} 
	FallBack "Diffuse"
}

Bloom效果

将图像中较亮的区域扩散到周围的区域中。
步骤:1.根据一个阈值提取出图像中较亮区域,把它们存储在一张渲染纹理中;2.利用高斯模糊对其模糊,模拟光线扩散的效果;3.将其和原图像混合;

脚本

using UnityEngine;
using System.Collections;

public class Bloom : PostEffectsBase {
    
    

	public Shader bloomShader;
	private Material bloomMaterial = null;
	public Material material {
    
      
		get {
    
    
			bloomMaterial = CheckShaderAndCreateMaterial(bloomShader, bloomMaterial);
			return bloomMaterial;
		}  
	}

	// Blur iterations - larger number means more blur.
	[Range(0, 4)]
	public int iterations = 3;
	
	// Blur spread for each iteration - larger value means more blur
	[Range(0.2f, 3.0f)]
	public float blurSpread = 0.6f;

	[Range(1, 8)]
	public int downSample = 2;

	[Range(0.0f, 4.0f)]
	//提取较亮区域的阈值大小,一般不会超过1,如果开启HDR,可能超过1
	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;
			//第一个pass提取较亮区域,2、3模糊,第4个混合
			Graphics.Blit(src, buffer0, material, 0);
			
			for (int i = 0; i < iterations; i++) {
    
    
				material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
				
				RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
				
				// Render the vertical pass
				Graphics.Blit(buffer0, buffer1, material, 1);
				
				RenderTexture.ReleaseTemporary(buffer0);
				buffer0 = buffer1;
				buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
				
				// Render the horizontal pass
				Graphics.Blit(buffer0, buffer1, material, 2);
				
				RenderTexture.ReleaseTemporary(buffer0);
				buffer0 = buffer1;
			}

			material.SetTexture ("_Bloom", buffer0);  
			Graphics.Blit (src, dest, material, 3);  

			RenderTexture.ReleaseTemporary(buffer0);
		} else {
    
    
			Graphics.Blit(src, dest);
		}
	}
}

shader

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 12/Bloom" {
    
    
	Properties {
    
    
		_MainTex ("Base (RGB)", 2D) = "white" {
    
    }
		//高斯模糊后的较亮区域
		_Bloom ("Bloom (RGB)", 2D) = "black" {
    
    }
		//阈值
		_LuminanceThreshold ("Luminance Threshold", Float) = 0.5
		//模糊范围
		_BlurSize ("Blur Size", Float) = 1.0
	}
	SubShader {
    
    
		CGINCLUDE
		
		#include "UnityCG.cginc"
		
		sampler2D _MainTex;
		half4 _MainTex_TexelSize;
		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);
			//亮度值-阈值,并将结果截取到0-1
			fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0);
			//提取后的亮部区域
			return c * val;
		}
		
		struct v2fBloom {
    
    
			float4 pos : SV_POSITION; 
			half4 uv : TEXCOORD0;
		};
		//混合用的顶点和片元
		v2fBloom vertBloom(appdata_img v) {
    
    
			v2fBloom o;
			
			o.pos = UnityObjectToClipPos (v.vertex);
			//xy对应原图像的纹理坐标
			o.uv.xy = v.texcoord;
			//zw对应模糊后较亮区域的纹理坐标
			o.uv.zw = v.texcoord;
			//根据平台差异化处理
			#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  
		}
		//必须大写
		UsePass "Unity Shaders Book/Chapter 12/Gaussian Blur/GAUSSIAN_BLUR_VERTICAL"
		
		UsePass "Unity Shaders Book/Chapter 12/Gaussian Blur/GAUSSIAN_BLUR_HORIZONTAL"
		
		Pass {
    
      
			CGPROGRAM  
			#pragma vertex vertBloom  
			#pragma fragment fragBloom  
			
			ENDCG  
		}
	}
	FallBack Off
}

运动模糊

方法一:利用一块累积缓存来混合多张连续的图像,取它们的平均值作为最后的图像,但性能消耗很大,因为这样需要同一帧渲染多次场景。
方法二:创建和使用速度缓存,它存储了各个像素当前的运动速度,然后利用该值来决定模糊的方向和大小;

这里使用方法一的改进,不需要一帧渲染多次,但需要保存之前的渲染结果;

using UnityEngine;
using System.Collections;

public class MotionBlur : PostEffectsBase {
    
    

	public Shader motionBlurShader;
	private Material motionBlurMaterial = null;

	public Material material {
    
      
		get {
    
    
			motionBlurMaterial = CheckShaderAndCreateMaterial(motionBlurShader, motionBlurMaterial);
			return motionBlurMaterial;
		}  
	}

	[Range(0.0f, 0.9f)]
	//值越大,运动拖尾的效果越明显
	public float blurAmount = 0.5f;
	//用来保存之前图像叠加的效果
	private RenderTexture accumulationTexture;
	//脚本不运行时,立即销毁,因为希望下一次开始应用运动模糊时重新叠加图像
	void OnDisable() {
    
    
		DestroyImmediate(accumulationTexture);
	}

	void OnRenderImage (RenderTexture src, RenderTexture dest) {
    
    
		if (material != null) {
    
    
			// Create the accumulation texture
			if (accumulationTexture == null || accumulationTexture.width != src.width || accumulationTexture.height != src.height) {
    
    
				DestroyImmediate(accumulationTexture);
				accumulationTexture = new RenderTexture(src.width, src.height, 0);
				//不会显示在Hierarcy中也不会保存在场景中,因为OnDisable可以控制销毁
				accumulationTexture.hideFlags = HideFlags.HideAndDontSave;
				//初始化
				Graphics.Blit(src, accumulationTexture);
			}

			// We are accumulating motion over frames without clear/discard
			// by design, so silence any performance warnings from Unity
			//渲染纹理的恢复操作,发生在渲染到纹理而该纹理又没有被提前清空或销毁的情况下,用在这里因为每次调用OnRenderImage都是混合;
			accumulationTexture.MarkRestoreExpected();

			material.SetFloat("_BlurAmount", 1.0f - blurAmount);

			Graphics.Blit (src, accumulationTexture, material);
			Graphics.Blit (accumulationTexture, dest);
		} else {
    
    
			Graphics.Blit(src, dest);
		}
	}
}

shader

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 12/Motion Blur" {
    
    
	Properties {
    
    
		_MainTex ("Base (RGB)", 2D) = "white" {
    
    }
		_BlurAmount ("Blur Amount", Float) = 1.0
	}
	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;
		}
		//更新渲染纹理的rgb通道
		fixed4 fragRGB (v2f i) : SV_Target {
    
    
			return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount);
		}
		//A通道,直接返回采样结果,不让其受到混合时使用的透明度值的影响
		half4 fragA (v2f i) : SV_Target {
    
    
			return tex2D(_MainTex, i.uv);
		}
		
		ENDCG
		
		ZTest Always Cull Off ZWrite Off
		//定义两个pass是因为更新rgb时需要设置A通道来混合图像,但又不希望a通道的值写入渲染纹理
		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
		}
	}
 	FallBack Off
}

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转载自blog.csdn.net/memory_MM_forever/article/details/118484459