PostEffectsBase.cs

using UnityEngine;
using System.Collections;

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

    // Called when start
    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;
        }
    }
}

Bloom.cs

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)]
    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;
            
            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);
        }
    }
}

内置渲染管线

Shader "SunY/C12-Bloom"
{
    Properties
    {
        _MainTex("Main Tex", 2D) = "white"{}
        _Bloom("Bloom", 2D) = "white"{}
        _LuminanceThreshold("Luminance Threshold", float) = 0.5
        _BlurSize("Blur Size", float) = 1
    }

    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);
            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 = UnityObjectToClipPos(v.vertex);

            o.uv.xy = v.texcoord;
            o.uv.zw = v.texcoord;

            #if UNITY_UV_START_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
        ZWrite Off
        Cull Off

        Pass
        {
            CGPROGRAM
            
            #pragma vertex vertExtractBright
            #pragma fragment fragExtractBright

            ENDCG
        }

        UsePass "SunY/C12-GaussianBlur/GAUSSIAN_BLUR_VERTICAL"
        UsePass "SunY/C12-GaussianBlur/GAUSSIAN_BLUR_HORIZONTAL"

        Pass
        {
            CGPROGRAM

            #pragma vertex vertBloom
            #pragma fragment fragBloom

            ENDCG
        }
    }

    FallBack Off
}