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 }
浙公网安备 33010602011771号