泛光(Bloom)实现¶
Bloom 实现分为 4 步:
- 提取亮度阈值
- 降采样
- 升采样
- 合并
Bloom.shader¶
Shader "Hidden/Bloom"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BlurOffset("BlurOffset",Float) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BloomTex;
float4 _MainTex_TexelSize;
float _Threshold;
float _Intensity;
float _BlurRadius;
half4 frag_PreFilter(v2f_img i) : SV_Target
{
half4 d = _MainTex_TexelSize.xyxy * half4(-1,-1,1,1) * _BlurRadius;
half4 color = 0;
color += tex2D(_MainTex, i.uv);
float br = max(max(color.r, color.g), color.b);
br = max(0.0f, (br - _Threshold)) / max(br, 0.00001f);
color = 0;
color += tex2D(_MainTex, i.uv + d.xy);
color += tex2D(_MainTex, i.uv + d.zy);
color += tex2D(_MainTex, i.uv + d.xw);
color += tex2D(_MainTex, i.uv + d.zw);
color *= 0.25;
color.rgb *= br;
return color;
}
half4 frag_DownsampleBox(v2f_img i) : SV_Target
{
half4 d = _MainTex_TexelSize.xyxy * half4(-1,-1,1,1) * _BlurRadius;
half4 s = 0;
s += tex2D(_MainTex, i.uv + d.xy);
s += tex2D(_MainTex, i.uv + d.zy);
s += tex2D(_MainTex, i.uv + d.xw);
s += tex2D(_MainTex, i.uv + d.zw);
s *= 0.25;
return s;
}
half4 frag_UpsampleBox(v2f_img i) : SV_Target
{
half4 d = _MainTex_TexelSize.xyxy * half4(-1,-1,1,1) * _BlurRadius;
half4 color = 0;
color += tex2D(_MainTex, i.uv + d.xy);
color += tex2D(_MainTex, i.uv + d.zy);
color += tex2D(_MainTex, i.uv + d.xw);
color += tex2D(_MainTex, i.uv + d.zw);
color *= 0.25;
half4 color2 = tex2D(_BloomTex, i.uv);
return color + color2;
}
half4 frag_Combine(v2f_img i) : SV_Target
{
half4 base_color = tex2D(_MainTex, i.uv);
half4 bloom_color = tex2D(_BloomTex, i.uv);
half3 final_color = base_color.rgb + bloom_color.rgb * _Intensity;
return half4(final_color, 1.0);
}
ENDCG
}
Bloom.cs¶
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode()]
[RequireComponent(typeof(Camera))]
public class Bloom : MonoBehaviour
{
public Shader shader;
private Material material;
[Range(0, 10)] public float _Intensity = 1;
[Range(0, 10)] public float _Threshold = 1;
[Range(0, 5)] public float _BlurRadius = 1.0f;
[Range(0, 9)] public int _Iteration = 4;
private List<RenderTexture> ls;
private void Awake()
{
if (shader == null)
{
shader = Shader.Find("Hidden/Bloom");
}
}
}
实现要点¶
- 先做阈值提取,保留高亮区域
- 通过降采样降低开销,并顺便模糊
- 通过升采样逐层合并结果
- 最后与原图叠加,形成 Bloom 效果