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Bloom是一种常见的后处理效果,用来给发光的物体增加光晕。接下来让我们看看如何在Unity中实现它。
首先,需要在主相机上挂一个后处理C#脚本:
using UnityEngine;
using System;
[ExecuteInEditMode, ImageEffectAllowedInSceneView]
public class BloomEffect : MonoBehaviour {
void OnRenderImage (RenderTexture source, RenderTexture destination) {
Graphics.Blit(source, destination);
}
}
接下来,我们可以认为Bloom其实就是将原始的画面进行模糊之后,再叠加到原始画面上。那么如何进行模糊呢?我们可以参考mipmap,对原始的render texture不断进行downsample,重复一定次数之后,再不断进行upsample,回到原始render texture的大小。此时得到的render texture必然是模糊的,模糊的程度可以通过重复的次数进行调节。
可以使用双线性插值来进行sample。所谓双线性插值,就是将目标texel周围4个texel两两插值得到最后结果。使用双线性插值的的downsample示意图如下:
再看一下使用双线性插值的upsample示意图:
不断downsample再upsample的代码如下:
int width = source.width / 2;
int height = source.height / 2;
RenderTextureFormat format = source.format;
RenderTexture currentDestination = textures[0] =
RenderTexture.GetTemporary(width, height, 0, format);
Graphics.Blit(source, currentDestination);
RenderTexture currentSource = currentDestination;
int i = 1;
for (; i < iterations; i++) {
width /= 2;
height /= 2;
if (height < 2) {
break;
}
currentDestination = textures =
RenderTexture.GetTemporary(width, height, 0, format);
Graphics.Blit(currentSource, currentDestination);
currentSource = currentDestination;
}
for (i -= 2; i >= 0; i--) {
currentDestination = textures;
textures = null;
Graphics.Blit(currentSource, currentDestination);
RenderTexture.ReleaseTemporary(currentSource);
currentSource = currentDestination;
}
Graphics.Blit(currentSource, destination);
RenderTexture.ReleaseTemporary(currentSource);
来看下不同迭代次数下的模糊效果。首先是原图:
接下来分别是1-4次的效果:
可以看到,样子有了,但是还不够好,锯齿感太浓厚了。那么我们就要为后处理编写自定义的shader了,自定义的shader拥有两个pass,一个pass是给downsample用的,还有一个是给upsample用的:
int width = source.width / 2;
int height = source.height / 2;
RenderTextureFormat format = source.format;
RenderTexture currentDestination = textures[0] =
RenderTexture.GetTemporary(width, height, 0, format);
Graphics.Blit(source, currentDestination, bloom, BoxDownPass);
RenderTexture currentSource = currentDestination;
int i = 1;
for (; i < iterations; i++) {
width /= 2;
height /= 2;
if (height < 2) {
break;
}
currentDestination = textures =
RenderTexture.GetTemporary(width, height, 0, format);
Graphics.Blit(currentSource, currentDestination, bloom, BoxDownPass);
currentSource = currentDestination;
}
for (i -= 2; i >= 0; i--) {
currentDestination = textures;
textures = null;
Graphics.Blit(currentSource, currentDestination, bloom, BoxUpPass);
RenderTexture.ReleaseTemporary(currentSource);
currentSource = currentDestination;
}
Graphics.Blit(currentSource, destination, bloom, BoxUpPass);
RenderTexture.ReleaseTemporary(currentSource);
为了消除锯齿,需要让画面更加模糊。我们可以增加一个box filter来融合像素。这里使用的是2*2的box kernel:
采样的4个点由于双线性插值的关系,实际上还会采样到周围4个点,这样总共真正采样到的点有4x2x2=16个。
half3 Sample (float2 uv) {
return tex2D(_MainTex, uv).rgb;
}
half3 SampleBox (float2 uv) {
float4 o = _MainTex_TexelSize.xyxy * float2(-1, 1).xxyy;
half3 s =
Sample(uv + o.xy) + Sample(uv + o.zy) +
Sample(uv + o.xw) + Sample(uv + o.zw);
return s * 0.25f;
}让我们来看看迭代4次的模糊效果:
可以发现这次锯齿是彻底没有了,但是画面模糊过头了。为什么会这样呢?原因出在upsample上。每次upsample,我们是其实希望原本对应像素的信息能最大程度的保留,但是使用box filter,再加上双线性插值,导致结果并非如此:
蓝色是当前采样点,理论上来说,upsample后的结果,蓝色所在的pixel的权重应该最高,但实际上它是最小的:
如图,对蓝色点进行采样时,会对2*2的box filter的4个顶点分别进行采样,也就是红色的点。然后根据双线性插值,距离红色点近的pixel权重更高,我们假设近的权重为2,远的权重为1,得到的最后结果即如图所示。蓝色点所在的pixel权重居然只有1,也就意味着在upsample的过程中还会不断被周围的像素模糊掉。
因此,在upsample的过程中,我们需要调整一下box kernel的大小,让它变成1*1:
// downsample:delta = 1
// upsample:delta = 0.5
half3 SampleBox (float2 uv, float delta) {
float4 o = _MainTex_TexelSize.xyxy * float2(-delta, delta).xxyy;
half3 s =
Sample(uv + o.xy) + Sample(uv + o.zy) +
Sample(uv + o.xw) + Sample(uv + o.zw);
return s * 0.25f;
}来看看经过调整后迭代4次的模糊效果:
有了模糊效果之后,下一步要做的就是把这些效果叠加起来。我们可以把迭代的中间结果都进行叠加:
叠加本身很简单,就是在upsample的时候把blend mode设置为one one。然后在最后一次upsample时,还需要传入source render texture:
int width = source.width / 2;
int height = source.height / 2;
RenderTextureFormat format = source.format;
RenderTexture currentDestination = textures[0] =
RenderTexture.GetTemporary(width, height, 0, format);
Graphics.Blit(source, currentDestination, bloom, BoxDownPass);
RenderTexture currentSource = currentDestination;
int i = 1;
for (; i < iterations; i++) {
width /= 2;
height /= 2;
if (height < 2) {
break;
}
currentDestination = textures =
RenderTexture.GetTemporary(width, height, 0, format);
Graphics.Blit(currentSource, currentDestination, bloom, BoxDownPass);
currentSource = currentDestination;
}
for (i -= 2; i >= 0; i--) {
currentDestination = textures;
textures = null;
Graphics.Blit(currentSource, currentDestination, bloom, BoxUpPass);
RenderTexture.ReleaseTemporary(currentSource);
currentSource = currentDestination;
}
bloom.SetTexture(&#34;_SourceTex&#34;, source);
Graphics.Blit(currentSource, destination, bloom, ApplyBloomPass);
RenderTexture.ReleaseTemporary(currentSource);
Pass { // BoxUpPass
Blend One One
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target {
return half4(SampleBox(i.uv, 0.5), 1);
}
ENDCG
}
Pass { // ApplyBloomPass
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target {
half4 c = tex2D(_SourceTex, i.uv);
c.rgb += SampleBox(i.uv, 0.5);
return c;
}
ENDCG
}
尝试不同迭代次数下的效果如下:
大体上已经OK了,剩下的就是一些细节补充。首先,我们希望bloom只对比较明亮的像素才生效。因此在第一次downsample时,可以做一次预处理,把不够亮的像素剔除掉:
half3 Prefilter (half3 c) {
half brightness = max(c.r, max(c.g, c.b));
half contribution = max(0, brightness - _Threshold);
contribution /= max(brightness, 0.00001);
return c * contribution;
}
Pass { // BoxDownPrefilterPass
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target {
return half4(Prefilter(SampleBox(i.uv, 1)), 1);
}
ENDCG
}
RenderTexture currentDestination = textures[0] =
RenderTexture.GetTemporary(width, height, 0, format);
Graphics.Blit(source, currentDestination, bloom, BoxDownPrefilterPass);我们提供了参数_Threshold方便调节,来看下从0变化到1的效果:
最后,再增加一个参数来调节bloom的强度。我们将其应用于最后一次upsample的pass上:
Pass { // ApplyBloomPass
CGPROGRAM
#pragma vertex VertexProgram
#pragma fragment FragmentProgram
half4 FragmentProgram (Interpolators i) : SV_Target {
half4 c = tex2D(_SourceTex, i.uv);
c.rgb += _Intensity * SampleBox(i.uv, 0.5);
return c;
}
ENDCG
}最后我们看一下_Intensity不断增加的bloom效果:
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Reference
[1] Bloom Blurring Light |
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