Bloom后处理效果

使用 高斯模式 对亮度高于对应阈值的像素进行模糊处理,并于原图形进行混合,来达到柔光的效果

  • 脚本
using System;
using UnityEngine;
using UnityEngine.Serialization;

public class Bloom : PostEffectBase
{
    
    
    public Shader bloomShader;
    [Range(0.2f, 3.0f)]
    public float blurSpread = 0.6f;
    [Range(1, 8)]
    public int downSample = 2;
    [Range(0, 4)]
    public int iteration = 3;
    [Range(0f, 4f)] 
    public float luminanceThreshold = 0.6f;
    
    private Material _bloomMaterial;

    public Material material
    {
    
    
        get
        {
    
    
            _bloomMaterial = CheckShaderAndCreateMaterial(bloomShader, _bloomMaterial);
            return _bloomMaterial;
        }
    }

    private 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;
            
            Graphics.Blit(src, buffer0, material, 0);
            for (int i = 0; i < iteration; i++)
            {
    
    
                material.SetFloat("_BlurSize", 1f + 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;
            }
            
            material.SetTexture("_Bloom", buffer0);
            Graphics.Blit(src, dest, material, 3);
            
            RenderTexture.ReleaseTemporary(buffer0);
        }
        else Graphics.Blit(src, dest);
    }
}
  • shader
Shader "Hidden/Bloom"
{
    
    
    Properties
    {
    
    
        _MainTex ("Texture", 2D) = "white" {
    
    }
        _Bloom ("Bloom", 2D) = "black" {
    
    }
        _BlurSize ("Blur Size", Float) = 1.0
        _LuminanceThreshold ("Luminance Threshold", Float) = 0.6
        
    }
    SubShader
    {
    
    
        CGINCLUDE

        #include <UnityCG.cginc>

        struct a2v
        {
    
    
            float4 vertex : POSITION;
            float2 texcoord : TEXCOORD0;
        };

        struct v2f
        {
    
    
            float4 pos : SV_POSITION;
            float4 uv : TEXCOORD0;
        };

        sampler2D _MainTex;
        half4 _MainTex_TexelSize;
        sampler2D _Bloom;
        float _LuminanceThreshold;
        float _BlurSize;

        v2f vertExtractBright(a2v v)
        {
    
    
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv.xy = v.texcoord.xy;

            return o;
        }

        fixed4 fragExtractBright(v2f i) : SV_Target
        {
    
    
            fixed4 color = tex2D(_MainTex, i.uv.xy);
            fixed val = clamp(dot(color, unity_ColorSpaceLuminance) - _LuminanceThreshold, 0, 1);
            return color * val;
        }

        v2f vertBloom(a2v v)
        {
    
    
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv.xy = v.texcoord.xy;
            o.uv.zw = v.texcoord.xy;

            #if UNITY_UV_STARTS_AT_TOP
            if (_MainTex_TexelSize.y < 0)
                o.uv.w = 1.0 - o.uv.w;
            #endif

            return o;
        }

        fixed4 fragBloom(v2f i) : SV_Target
        {
    
    
            return tex2D(_MainTex, i.uv.xy) + tex2D(_Bloom, i.uv.zw);
        }
        
        ENDCG
        
        Cull Off ZWrite Off ZTest Always

        Pass
        {
    
    
            CGPROGRAM
            
            #pragma vertex vertExtractBright
            #pragma fragment fragExtractBright
            
            ENDCG
        }
        
        UsePass "Hidden/GaussianBlur/GAUSSIANBLUR_HORIZONTAL"
        
        UsePass "Hidden/GaussianBlur/GAUSSIANBLUR_VERTICAL"
        
        Pass
        {
    
    
            CGPROGRAM
            
            #pragma vertex vertBloom
            #pragma fragment fragBloom
            
            ENDCG
        }
    }
}

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转载自blog.csdn.net/m0_52361859/article/details/127984550