bloom是模拟真实相机,较亮的部分扩散到周围,造成一种朦胧的感觉。
- 先用第一个pass筛选出原图中较亮的部分
- 然后在第二和第三个pass中把较亮的图像进行高斯模糊
最后在第四个pass中把模糊后的亮部和原图进行混合得到bloom效果
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 < 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; } material.SetTexture("_Bloom", buffer0); Graphics.Blit(src, dest, material, 3); RenderTexture.ReleaseTemporary(buffer0); } else { Graphics.Blit(src, dest); } }Shader "UnityShaderLearning/Bloom" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Bloom ("Bloom (RGB)", 2D) = "black" {} _LuminanceThreshold("Luminance Threshold", Float) = 0.5 _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 = mul(UNITY_MATRIX_MVP, 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); return c * val; } struct v2fBloom { float4 pos : SV_POSITION; half4 uv : TEXCOORD0; }; v2fBloom vertBloom(appdata_img v) { v2fBloom o; o.pos = mul(UNITY_MATRIX_MVP, 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 vertBloom #pragma fragment fragBloom ENDCG } UsePass "UnityShaderLearning/GaussianBlurShader/GAUSSIAN_BLUR_VERTICAL" UsePass "UnityShaderLearning/GaussianBlurShader/GAUSSIAN_BLUR_HORIZONTAL" Pass { CGPROGRAM #pragma vertex vertBloom #pragma fragment fragBloom ENDCG } } Fallback Off }