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Unity Shader 入门精要(冯乐乐著)学习笔记(11)——屏幕后处理效果

学习 Mavis 57℃ 0评论

屏幕后处理效果(screen post-processing effects)是游戏中实现屏幕特效的常见方法。

建立一个基本的屏幕后处理脚本系统

渲染完得到屏幕图像后对图像进行一系列的操作,抓取屏幕可以使用OnRenderImage函数

MonoBehaviour.OnRenderImage(RenderTexture src,RenderTexture dest)

渲染得到的图像存储在第一个参数里,处理后再将目标渲染纹理(第二个参数)显示到屏幕上。利用Graphics.Blit函数来完成对渲染纹理的处理

public static void Blit(Texture src,RenderTexture dest,Materil mat,int pass=-1)

src代表原纹理,dest是目标渲染纹理,值为null会直接将结果显示在屏幕上。mat是使用的材质,材质使用的shader将会进行屏幕后处理操作,pass为-1代表调用shader内所有pass,否则只调用给定索引的pass。

OnRenderImage函数会在所有不透明和透明的pass结束后被调用,但如果想不对透明物体有影响,可以在函数前加ImageEffectOpaque属性来实现

实现屏幕后处理过程:在摄像中添加脚本(实现OnRenderImage函数,再调用Graphics.Blit函数使用特定shader来完成处理)再把返回的渲染纹理显示到屏幕上。对于一些复杂的屏幕特效,可能需要多次调用Graphics.Blit函数来对上一步输出的结果进行下一步的处理。

注意在实现屏幕后处理前需要检查条件:支持渲染纹理和屏幕特效、是否支持需要使用的shader,创建一个屏幕后处理的基类,继承后再实现不同的操作即可:

using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]//需要绑定在某个相机上
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();
	}
	//指定一个shader用于处理
	// 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;
		}
	}
}

调整屏幕的亮度、饱和度和对比度

选择一张纹理(纹理类型修改为sprite),拖到场景中摆放好

为相机新建脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//继承自之前的基类
public class Brightness : PostEffectsBase
{
	public Shader briSatConShader;//声明需要的shader,并根据该shader创建相应的材质
	private Material briSatConMaterial;
	public Material material
	{
		get
		{
			briSatConMaterial = CheckShaderAndCreateMaterial(briSatConShader, briSatConMaterial);
			return briSatConMaterial;
		}
	}
	//参数
	[Range(0.0f, 3.0f)]//确定合适的变化区间
	public float brightness = 1.0f;
	[Range(0.0f, 3.0f)]
	public float saturation = 1.0f;
	[Range(0.0f, 3.0f)]
	public float contrast = 1.0f;
	void OnRenderImage(RenderTexture src, RenderTexture dest)
	{
		if (material != null)
		{
			//把参数传递给材质
			material.SetFloat("_Brightness", brightness);
			material.SetFloat("_Saturation", saturation);
			material.SetFloat("_Contrast", contrast);
			Graphics.Blit(src, dest, material);
		}
		else
		{
			Graphics.Blit(src, dest);
		}
	}
}

新建shader:

Shader "Unity Shaders Book/Chapter 12/Brightness Saturation And Contrast" {
	Properties {
	//可以省略,因为只是用来显示在材质面板,但是对于屏幕后处理,材质都是临时创建的。
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Brightness ("Brightness", Float) = 1
		_Saturation("Saturation", Float) = 1
		_Contrast("Contrast", Float) = 1
	}
	SubShader {
		Pass {  
			ZTest Always Cull Off ZWrite Off//在场景中绘制了一个四边形面片,为防止对其他物体的影响,需要关闭一些东西。
			CGPROGRAM  
			#pragma vertex vert  
			#pragma fragment frag  
			#include "UnityCG.cginc"  
			sampler2D _MainTex;  //必须有该参数用于接收需要处理的纹理图。
			half _Brightness;//这些值会由脚本传递得到
			half _Saturation;
			half _Contrast;
			struct v2f {
				float4 pos : SV_POSITION;
				half2 uv: TEXCOORD0;
			};
			v2f vert(appdata_img v) {
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.uv = v.texcoord;
				return o;
			}
			fixed4 frag(v2f i) : SV_Target {
				fixed4 renderTex = tex2D(_MainTex, i.uv);  
				// Apply brightness
				fixed3 finalColor = renderTex.rgb * _Brightness;
				// Apply saturation
				fixed luminance = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;//亮度值
				fixed3 luminanceColor = fixed3(luminance, luminance, luminance);//饱和度为0的颜色
				finalColor = lerp(luminanceColor, finalColor, _Saturation);//插值得到希望的饱和度颜色
				// Apply contrast
				fixed3 avgColor = fixed3(0.5, 0.5, 0.5);//对比度为0的颜色
				finalColor = lerp(avgColor, finalColor, _Contrast);//插值得到希望的对比度颜色
				return fixed4(finalColor, renderTex.a);  
			}  
			ENDCG
		}  
	}
	Fallback Off
}

然后将shader拖到相机刚才写好的脚本中(脚本的面板也可以设置shader参数的默认值后拖到相机上):

效果:

边缘检测

是描边效果的一种实现方法,边缘检测的原理是利用一些边缘检测算子对图进行卷积(convolution)操作。

什么是卷积:卷积操作就是使用卷积核(kernel)对一张图像中的每个像素进行一系列操作

例如对图像进行均值模糊,使用一个3×3的卷积核,核内每个元素的值均为1/9

常见的边缘检测算子:相邻像素之间存在明显的颜色、亮度、纹理等差别,他们之间就会有一条边界,这种相邻像素之间的差值可以用梯度(gradient) 来表示,类似于计算突变,梯度绝对值越大说明更有可能是边缘点。

每一种都包含两个方向的卷积核,分别用于检测水平方向和竖直方向上的边缘信息,进行边缘检测时对每个像素分别进行一次卷积计算,得到两个方向上的梯度值,整体的梯度值的平方为这两个梯度的平方和。出于性能考虑,采用绝对值来计算:G=|Gx|+|Gy|,G用来判断是否对应边缘。

摄像机的脚本:

using UnityEngine;
using System.Collections;
public class EdgeDetection : PostEffectsBase {
	public Shader edgeDetectShader;
	private Material edgeDetectMaterial = null;
	public Material material {  
		get {
			edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
			return edgeDetectMaterial;
		}  
	}
	[Range(0.0f, 1.0f)]
	public float edgesOnly = 0.0f;//0:边缘叠加在图中,1:只显示边缘
	public Color edgeColor = Color.black;
	public Color backgroundColor = Color.white;
	void OnRenderImage (RenderTexture src, RenderTexture dest) {
		if (material != null) {
			material.SetFloat("_EdgeOnly", edgesOnly);
			material.SetColor("_EdgeColor", edgeColor);
			material.SetColor("_BackgroundColor", backgroundColor);
			Graphics.Blit(src, dest, material);
		} else {
			Graphics.Blit(src, dest);
		}
	}
}

shader:

Shader "Unity Shaders Book/Chapter 12/Edge Detection" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_EdgeOnly ("Edge Only", Float) = 1.0
		_EdgeColor ("Edge Color", Color) = (0, 0, 0, 1)
		_BackgroundColor ("Background Color", Color) = (1, 1, 1, 1)
	}
	SubShader {
		Pass {  
			ZTest Always Cull Off ZWrite Off
			CGPROGRAM
			#include "UnityCG.cginc"
			#pragma vertex vert  
			#pragma fragment fragSobel
			sampler2D _MainTex;  
			uniform half4 _MainTex_TexelSize;
			fixed _EdgeOnly;
			fixed4 _EdgeColor;
			fixed4 _BackgroundColor;
			struct v2f {
				float4 pos : SV_POSITION;
				half2 uv[9] : TEXCOORD0;
			};
			v2f vert(appdata_img v) {
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				half2 uv = v.texcoord;
				//_MainTex_TexelSize每个纹素的大小,从左上角开始按行计算
				o.uv[0] = uv + _MainTex_TexelSize.xy * half2(-1, -1);
				o.uv[1] = uv + _MainTex_TexelSize.xy * half2(0, -1);
				o.uv[2] = uv + _MainTex_TexelSize.xy * half2(1, -1);
				o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1, 0);
				o.uv[4] = uv + _MainTex_TexelSize.xy * half2(0, 0);
				o.uv[5] = uv + _MainTex_TexelSize.xy * half2(1, 0);
				o.uv[6] = uv + _MainTex_TexelSize.xy * half2(-1, 1);
				o.uv[7] = uv + _MainTex_TexelSize.xy * half2(0, 1);
				o.uv[8] = uv + _MainTex_TexelSize.xy * half2(1, 1);
				return o;
			}
			fixed luminance(fixed4 color) {
				return  0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; //亮度值
			}
			half Sobel(v2f i) {
				const half Gx[9] = {-1,  0,  1,
									-2,  0,  2,
									-1,  0,  1};
				const half Gy[9] = {-1, -2, -1,
									0,  0,  0,
									1,  2,  1};		
				half texColor;
				half edgeX = 0;
				half edgeY = 0;
				for (int it = 0; it < 9; it++) {
					texColor = luminance(tex2D(_MainTex, i.uv[it]));//邻近的某个像素颜色
					edgeX += texColor * Gx[it];//每个像素对应卷积核中的某个值,进行乘,叠加到某方向的梯度值中。
					edgeY += texColor * Gy[it];
				}
				half edge = 1 - abs(edgeX) - abs(edgeY);
				return edge;//这里的edge越小越可能是一个边缘点
			}
			fixed4 fragSobel(v2f i) : SV_Target {
				half edge = Sobel(i);
				fixed4 withEdgeColor = lerp(_EdgeColor, tex2D(_MainTex, i.uv[4]), edge);
				fixed4 onlyEdgeColor = lerp(_EdgeColor, _BackgroundColor, edge);
				return lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
 			}
			ENDCG
		} 
	}
	FallBack Off
}

效果:

为了得到更加准确的边缘信息,往往会在屏幕的深度纹理和法线纹理上进行边缘检测。

高斯模糊

模糊是卷积的另一个常见应用。

常见模糊:

均值模糊——卷积核各个元素值相等且和为1,即卷积后的像素值就是领域内像素值的平均值。

中值模糊——选择领域内对所有像素排序后的中值替换掉原颜色。

高斯模糊:利用高斯核——滤波核,每个元素的计算基于高斯方程:

σ是标准方差(一般取1),x和y分别对应当前位置到卷积核中心的整数距离,为了保证滤波后的图像不会变暗,还需要对高斯核中的权重进行归一化,保证权重和为1。高斯方程很好的模拟了领域每个像素对当前处理像素的影响程度,高斯核的维数越高,模糊程度越大。

可以把二维高斯函数拆成两个一维函数,使用两个一维的高斯核先后对图像进行滤波,还可能出现很多重复的权值,对于大小为5的一维高斯核,只需要记录三个权重值。

相机脚本:

using UnityEngine;
using System.Collections;
public class GaussianBlur : PostEffectsBase {
	public Shader gaussianBlurShader;
	private Material gaussianBlurMaterial = null;
	public Material material {  
		get {
			gaussianBlurMaterial = CheckShaderAndCreateMaterial(gaussianBlurShader, gaussianBlurMaterial);
			return gaussianBlurMaterial;
		}  
	}
	// 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;//越大需要处理的像素就越少,过大会使图像像素化
	/// 1st edition: just apply blur
//	void OnRenderImage(RenderTexture src, RenderTexture dest) {
//		if (material != null) {
//			int rtW = src.width;
//			int rtH = src.height;
//			RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
//			// Render the vertical pass
//			Graphics.Blit(src, buffer, material, 0);
//			// Render the horizontal pass
//			Graphics.Blit(buffer, dest, material, 1);
//			RenderTexture.ReleaseTemporary(buffer);
//		} else {
//			Graphics.Blit(src, dest);
//		}
//	} 
	/// 2nd edition: scale the render texture
//	void OnRenderImage (RenderTexture src, RenderTexture dest) {
//		if (material != null) {
//			int rtW = src.width/downSample;
//			int rtH = src.height/downSample;
//			RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
//			buffer.filterMode = FilterMode.Bilinear;
//
//			// Render the vertical pass
//			Graphics.Blit(src, buffer, material, 0);
//			// Render the horizontal pass
//			Graphics.Blit(buffer, dest, material, 1);
//
//			RenderTexture.ReleaseTemporary(buffer);
//		} else {
//			Graphics.Blit(src, dest);
//		}
//	}
	/// 3rd edition: use iterations for larger blur
	void OnRenderImage (RenderTexture src, RenderTexture dest) {
		if (material != null) {
			//利用缩放对图像进行降采样,从而减少需要处理的像素个数
			int rtW = src.width/downSample;
			int rtH = src.height/downSample;
			//因为高斯模糊需要调用两个Pass,需要使用一块中间缓存来存储第一个pass处理后的模糊结果
			RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);//分配一块与屏幕图像大小/downSample相同的缓冲区
			buffer0.filterMode = FilterMode.Bilinear;//设置滤波模式
			Graphics.Blit(src, buffer0);
			for (int i = 0; i < iterations; i++) {//考虑了高斯模糊的迭代次数,利用两个临时缓存在迭代之间进行交替
				material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
				RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
				// Render the vertical pass
				Graphics.Blit(buffer0, buffer1, material, 0);
				RenderTexture.ReleaseTemporary(buffer0);//释放之前分配的缓存
				buffer0 = buffer1;
				buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
				// Render the horizontal pass
				Graphics.Blit(buffer0, buffer1, material, 1);
				RenderTexture.ReleaseTemporary(buffer0);
				buffer0 = buffer1;
			}
			Graphics.Blit(buffer0, dest);
			RenderTexture.ReleaseTemporary(buffer0);
		} else {
			Graphics.Blit(src, dest);
		}
	}
}

shader:

Shader "Unity Shaders Book/Chapter 12/Gaussian Blur" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_BlurSize ("Blur Size", Float) = 1.0
	}
	SubShader {
		CGINCLUDE//不需要包含在pass中,只需要在pass中直接指定需要使用的顶点着色器和片元着色器函数名即可,可以避免写相同的片元着色器
		#include "UnityCG.cginc"
		sampler2D _MainTex;  
		half4 _MainTex_TexelSize;
		float _BlurSize;//越大越模糊,但是过大会导致虚影
		struct v2f {
			float4 pos : SV_POSITION;
			half2 uv[5]: TEXCOORD0;
		};
		v2f vertBlurVertical(appdata_img v) {
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);
			half2 uv = v.texcoord;
			o.uv[0] = uv;
			o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
			o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
			o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
			o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
			return o;
		}
		v2f vertBlurHorizontal(appdata_img v) {
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);
			half2 uv = v.texcoord;
			o.uv[0] = uv;
			o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
			o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
			o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
			o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
			return o;
		}
		fixed4 fragBlur(v2f i) : SV_Target {
			float weight[3] = {0.4026, 0.2442, 0.0545};
			fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];//中间像素*权值
			for (int it = 1; it < 3; it++) {
				sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];//离中间像素最近的前后两个像素
				sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];////离中间像素最远的前后两个像素
			}
			return fixed4(sum, 1.0);
		}
		ENDCG
		ZTest Always Cull Off ZWrite Off
		Pass {
			NAME "GAUSSIAN_BLUR_VERTICAL"
			CGPROGRAM
			#pragma vertex vertBlurVertical  
			#pragma fragment fragBlur
			ENDCG  
		}
		Pass {  
			NAME "GAUSSIAN_BLUR_HORIZONTAL"
			CGPROGRAM  
			#pragma vertex vertBlurHorizontal  
			#pragma fragment fragBlur
			ENDCG
		}
	} 
	FallBack "Diffuse"
}

效果:

 

为Pass定义名字,可以在其他shader中直接通过名字来使用该Pass,而不需要重复编写代码

Bloom效果

使画面中较亮的区域“扩散”到周围的区域中,造成一种朦胧的效果。

实现原理:根据阈值提取出图像中较亮区域,存储在一张渲染纹理中,再利用高斯模糊对这张渲染纹理进行模糊处理,模拟光线扩散的效果,最后再将其和原图像混合,得到最终的效果。

相机脚本:

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;//提取的亮区阈值,如果开启了HDR,硬件会允许颜色值存储在更高精度范围的缓冲,此时像素的亮度值可能超过1,所以选择(0,4)
	// 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);//使用第一个pass提取图像中较亮的部分
			for (int i = 0; i < iterations; i++) {//高斯模糊的迭代
				material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
				RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
				// Render the vertical pass
				Graphics.Blit(buffer0, buffer1, material, 1);//使用第2个pass
				RenderTexture.ReleaseTemporary(buffer0);
				buffer0 = buffer1;
				buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
				// Render the horizontal pass
				Graphics.Blit(buffer0, buffer1, material, 2);//使用第3个pass
				RenderTexture.ReleaseTemporary(buffer0);
				buffer0 = buffer1;
			}
			material.SetTexture ("_Bloom", buffer0);  
			Graphics.Blit (src, dest, material, 3);  //使用第4个pass进行最后的混合
			RenderTexture.ReleaseTemporary(buffer0);
		} else {
			Graphics.Blit(src, dest);
		}
	}
}

shader:

Shader "Unity Shaders Book/Chapter 12/Bloom" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Bloom ("Bloom (RGB)", 2D) = "black" {}
		_LuminanceThreshold ("Luminance Threshold", Float) = 0.5//提取亮区的阈值
		_BlurSize ("Blur Size", Float) = 1.0
	}
	SubShader {
		CGINCLUDE
		#include "UnityCG.cginc"
		sampler2D _MainTex;//输入的渲染纹理
		half4 _MainTex_TexelSize;
		sampler2D _Bloom;//高斯模糊后的较亮区域
		float _LuminanceThreshold;//阈值
		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; //亮度值
		}
		fixed4 fragExtractBright(v2f i) : SV_Target {
			fixed4 c = tex2D(_MainTex, i.uv);
			fixed val = clamp(luminance(c) - _LuminanceThreshold, 0.0, 1.0);//片元舍弃并把结果截取到(0,1)内
			return c * val;//得到提取后的亮部区域
		}
		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;//原图像的纹理坐标		
			o.uv.zw = v.texcoord;//模糊后较亮区域的纹理坐标
			#if UNITY_UV_STARTS_AT_TOP  			
			if (_MainTex_TexelSize.y < 0.0)//平台差异化处理
				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 vertExtractBright  
			#pragma fragment fragExtractBright  
			ENDCG  
		}
		UsePass "Unity Shaders Book/Chapter 12/Gaussian Blur/GAUSSIAN_BLUR_VERTICAL"//pass的名字都会自动存储为大写
		UsePass "Unity Shaders Book/Chapter 12/Gaussian Blur/GAUSSIAN_BLUR_HORIZONTAL"
		Pass {  
			CGPROGRAM  
			#pragma vertex vertBloom  
			#pragma fragment fragBloom  
			ENDCG  
		}
	}
	FallBack Off
}

效果:

运动模糊

运动模糊的实现方法有多种,一种实现方法是利用一块累计缓存(accumulation buffer)来混合多张连续的图像。当物体快速移动产生多张图像后,取他们之间的平均值作为最后的运动模糊图像,但性能消耗很大。

另一种应用广泛的方法是创建和使用速度缓存(velocity buffer),这个缓存中存储了各个像素当前的运动速度,然后利用该值来决定模糊的方向和大小。

使用第一种方式:不需要在一帧中把场景渲染多次,但是需要保存之前的渲染结果,不断把当前的渲染图象叠加到之前的渲染图像中,从而产生一种运动轨迹的视觉效果,这种方法比原始的利用累计缓存的性能更好,但是模糊效果可能会有影响。

相机脚本:

using UnityEngine;
using System.Collections;
public class MotionBlur : PostEffectsBase {
	public Shader motionBlurShader;
	private Material motionBlurMaterial = null;
	public Material material {  
		get {
			motionBlurMaterial = CheckShaderAndCreateMaterial(motionBlurShader, motionBlurMaterial);
			return motionBlurMaterial;
		}  
	}
	[Range(0.0f, 0.9f)]
	public float blurAmount = 0.5f;//越大拖尾效果越明显
	private RenderTexture accumulationTexture;//保存之前图像叠加的结果
	void OnDisable() {//下一次应用时重新叠加图像
		DestroyImmediate(accumulationTexture);
	}
	void OnRenderImage (RenderTexture src, RenderTexture dest) {
		if (material != null) {
			// Create the accumulation texture
			if (accumulationTexture == null || accumulationTexture.width != src.width || accumulationTexture.height != src.height) {
				DestroyImmediate(accumulationTexture);
				accumulationTexture = new RenderTexture(src.width, src.height, 0);
				accumulationTexture.hideFlags = HideFlags.HideAndDontSave;//不会显示在hierarchy中也不保存在场景里。
				Graphics.Blit(src, accumulationTexture);//初始化这张图
			}
			// We are accumulating motion over frames without clear/discard
			// by design, so silence any performance warnings from Unity
			accumulationTexture.MarkRestoreExpected();//表明需要进行一个渲染纹理的恢复操作
			//恢复操作发生在渲染到纹理,而该纹理没有被提前清空或销毁的情况下。
			material.SetFloat("_BlurAmount", 1.0f - blurAmount);
			Graphics.Blit (src, accumulationTexture, material);//进行混合
			Graphics.Blit (accumulationTexture, dest);
		} else {
			Graphics.Blit(src, dest);
		}
	}
}

shader:

混合连续帧之间的图像,这样得到一张具有模糊拖尾的图像,当运动速度过快时,这种方法会造成单独的帧图像变得可见。

Shader "Unity Shaders Book/Chapter 12/Motion Blur" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_BlurAmount ("Blur Amount", Float) = 1.0
	}
	SubShader {
		CGINCLUDE
		#include "UnityCG.cginc"
		sampler2D _MainTex;
		fixed _BlurAmount;
		struct v2f {
			float4 pos : SV_POSITION;
			half2 uv : TEXCOORD0;
		};
		v2f vert(appdata_img v) {
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);
			o.uv = v.texcoord;
			return o;
		}
		//用于更新渲染纹理的RGB通道
		fixed4 fragRGB (v2f i) : SV_Target {
			return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount);//对当前图像进行采样,并把透明设置方便后面混合
		}
		//更新渲染纹理的A通道
		half4 fragA (v2f i) : SV_Target {
			return tex2D(_MainTex, i.uv);//维护渲染纹理的透明度,不受混合的影响。
		}
		ENDCG
		ZTest Always Cull Off ZWrite Off
		Pass {
			Blend SrcAlpha OneMinusSrcAlpha//利用透明度混合RGB
			ColorMask RGB
			CGPROGRAM
			#pragma vertex vert  
			#pragma fragment fragRGB  
			ENDCG
		}
		Pass {   
			Blend One Zero
			ColorMask A
			CGPROGRAM  
			#pragma vertex vert  
			#pragma fragment fragA
			ENDCG
		}
	}
 	FallBack Off
}

效果:

这里还使用了一个脚本来使相机动起来,以此来看出效果:

using UnityEngine;
using System.Collections;
public class Translating : MonoBehaviour {
	public float speed = 10.0f;
	public Vector3 startPoint = Vector3.zero;
	public Vector3 endPoint = Vector3.zero;
	public Vector3 lookAt = Vector3.zero;
	public bool pingpong = true;
	private Vector3 curEndPoint = Vector3.zero;
	// Use this for initialization
	void Start () {
		transform.position = startPoint;
		curEndPoint = endPoint;
	}
	// Update is called once per frame
	void Update () {
		transform.position = Vector3.Slerp(transform.position, curEndPoint, Time.deltaTime * speed);
		transform.LookAt(lookAt);
		if (pingpong) {
			if (Vector3.Distance(transform.position, curEndPoint) < 0.001f) {
				curEndPoint = Vector3.Distance(curEndPoint, endPoint) < Vector3.Distance(curEndPoint, startPoint) ? startPoint : endPoint;
			}
		}
	}
}

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转载请注明原文链接:Unity Shader 入门精要(冯乐乐著)学习笔记(11)——屏幕后处理效果
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