Unity Shader:屏幕后处理效果

本文同时发布在我的个人博客上:https://dragon_boy.gitee.io

屏幕后处理脚本基类

屏幕后处理,是在渲染完整个场景得到屏幕图像后,对这个图像进行处理,实现一些特效。如景深、运动模糊等。

在Unity中,我们使用OnRenderImage函数:

MonoBehaviour.OnRenderImage(RenderTexture src, RenderTexture dest)

使用此函数后,Unity会把当前渲染得到的图像存储在第一个参数对应的源渲染纹理,通过函数的一系列操作,再把目标渲染纹理,即第二个参数对应的渲染纹理显示在屏幕上。在RenderImage函数中,我们利用Graphics.Blit来进行渲染纹理的处理,即位块运输:

默认情况下,OnRenderImage函数会在所有的不透明和透明的Pass执行完毕后被调用,以便被场景中所有物体产生影响。如果不希望对透明物体产生影响,可以在OnRenderImage函数前添加ImageEffectOpaque属性来实现。

在Unity中实现屏幕后处理效果,过程通常如下:首先在摄像机中添加一个用于屏幕后处理的脚本。在这个脚本中,实现OnRenderImage函数来获取当前屏幕的渲染纹理。再调用Graphic.Blit函数来使用特定的Unity Shader来对当前图像进行处理,再把返回的渲染纹理显示到屏幕上。

下面是基类代码:

using UnityEngine;
using System.Collections;

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

    // 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;
        }
    }
}

每个屏幕后处理效果需要一个Shader来实现,我们判断是否指定了一个Shader,以及Shader是否可以在当前显卡运行,然后创建一个材质。

调整亮度、饱和度和对比度

下面创建一个调整亮度、饱和度和对比度的脚本,代码如下:

using UnityEngine;
using System.Collections;

public class BrightnessSaturationAndContrast : PostEffectsBase
{

    public Shader briSatConShader;
    private Material briSatConMaterial;
    public Material material
    {
        get
        {
            briSatConMaterial = CheckShaderAndCreateMaterial(briSatConShader, briSatConMaterial);
            return briSatConMaterial;
        }
    }

    [Range(0.0f, 3.0f)]
    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)
        {
            material.SetFloat("_Brightness", brightness);
            material.SetFloat("_Saturation", saturation);
            material.SetFloat("_Contrast", contrast);

            Graphics.Blit(src, dest, material);
        }
        else
        {
            Graphics.Blit(src, dest);
        }
    }
}

我们首先创建根据Shader创建材质,然后在OnRenderImage方法中为Shader中的同名属性赋值,然后使用Graphic.Blit方法,使用这个材质得到处理后的纹理并和之前的纹理之间进行位块传输。注意,Graphic.Blit方法会把第一个参数传递给Shader中的_MainTex属性,所以Shader中一定要声明这个属性。

Shaderd代码如下:

Shader "Unlit/BSCmaterial"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Brightness ("Brightness", Float) = 1
        _Saturation ("Saturation", Float) = 1
        _Contrast ("Contrast", Float) = 1
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            ZTest Always
            Cull Off
            ZWrite Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
           
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
               
                float4 pos : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            half _Brightness;
            half _Saturation;
            half _Contrast;

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
               
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
               
                // brightness
                fixed3 finalColor = col.rgb * _Brightness;

                // saturation
                fixed luminance = 0.2125 * col.r + 0.7154 * col.g + 0.0721 * col.b;
                fixed luminanceColor = fixed3(luminance, luminance, luminance);
                finalColor = lerp(luminanceColor, finalColor, _Saturation);

                // contrast
                fixed avgColor = fixed3(0.5, 0.5, 0.5);
                finalColor = lerp(avgColor, finalColor, _Contrast);


                return fixed4(finalColor, col.a);
            }
            ENDCG
        }
    }
}

我们让其一定通过深度测试,并关闭深度写入,防止其挡住后面被渲染的物体。

边缘检测

这里使用Sobel算子来进行边缘检测。

首先编写相应脚本:

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;

    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);
        }
    }
}

接着Shader代码如下:

Shader "Unlit/EdgeDetection"
{
    Properties
    {
        _MainTex ("Texture", 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
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            ZTest Always
            Cull Off
            ZWrite Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
           
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                half2 uv[9] : TEXCOORD0;
              
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            half4 _MainTex_TexelSize;
            fixed _EdgeOnly;
            fixed4 _EdgeColor;
            fixed4 _BackgroundColor;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                half2 uv = v.uv;
                
                o.uv[0] = uv + _MainTex_TexelSize.xy * float2(-1, -1);
                o.uv[1] = uv + _MainTex_TexelSize.xy * float2(0, -1);
                o.uv[2] = uv + _MainTex_TexelSize.xy * float2(1, -1);
                o.uv[3] = uv + _MainTex_TexelSize.xy * float2(-1, 0);
                o.uv[4] = uv + _MainTex_TexelSize.xy * float2(0, 0);
                o.uv[5] = uv + _MainTex_TexelSize.xy * float2(1, 0);
                o.uv[6] = uv + _MainTex_TexelSize.xy * float2(-1, 1);
                o.uv[7] = uv + _MainTex_TexelSize.xy * float2(0, 1);
                o.uv[8] = uv + _MainTex_TexelSize.xy * float2(1, 1);
                return o;
            }

            fixed luminance(fixed4 color)
            {
                return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
            }

            half Sobel(v2f i)
            {
                const half Gx[9] = { -1,-2,-1,
                                    0,0,0,
                                    1,2,1 };
                const half Gy[9] = { -1,0,1,
                                    -2,0,2,
                                    -1,0,1 };
                half texColor;
                half edgeX = 0;
                half edgeY = 0;
                for (int it = 0; it < 9; it++)
                {
                    texColor = luminance(tex2D(_MainTex, i.uv[it]));
                    edgeX += texColor * Gx[it];
                    edgeY += texColor * Gy[it];


                }
                half edge = 1 - abs(edgeX) - abs(edgeY);

                return edge;
            }

            fixed4 frag(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
        }
    }
}

高斯模糊

这里使用高斯核来实现高斯模糊。我们先横向模糊,再纵向模糊,即在Shader中实现两个Pass。

首先实现脚本:

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;

    void OnRenderImage(RenderTexture src, RenderTexture dest)
    {
        if (material != null)
        {
            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);

            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, 0);

                RenderTexture.ReleaseTemporary(buffer0);
                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);
        }
    }
}

我们使用迭代来决定模糊次数。

Shader代码如下:

Shader "Unlit/GaussianBlur"
{
    Properties{
        _MainTex("Base (RGB)", 2D) = "white" {}
        _BlurSize("Blur Size", Float) = 1.0
    }
        SubShader{
            CGINCLUDE

            #include "UnityCG.cginc"

            sampler2D _MainTex;
            half4 _MainTex_TexelSize;
            float _BlurSize;

            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];

                for (int it = 1; it < 3; it++) {
                    sum += tex2D(_MainTex, i.uv[it * 2 - 1]).rgb * weight[it];
                    sum += tex2D(_MainTex, i.uv[it * 2]).rgb * weight[it];
                }

                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
            }
        }
}

Bloom

Bloom实现原理是:首先根据一个阈值提出图像中的较亮区域,把它们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进行混合,得到最终效果。

首先实现脚本:

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;

    // 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);
        }
    }
}

Shader代码如下:

Shader "Unlit/Bloom"
{
    Properties{
        _MainTex("Base (RGB)", 2D) = "white" {}
        _Bloom("Bloom (RGB)", 2D) = "black" {}
        _LuminanceThreshold("Luminance Threshold", Float) = 0.5
        _BlurSize("Blur Size", Float) = 1.0
    }
        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_STARTS_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 Cull Off ZWrite Off

            Pass {
                CGPROGRAM
                #pragma vertex vertExtractBright  
                #pragma fragment fragExtractBright  

                ENDCG
            }

            UsePass "Unlit/GaussianBlur/GAUSSIAN_BLUR_VERTICAL"

            UsePass "Unlit/GaussianBlur/GAUSSIAN_BLUR_HORIZONTAL"

            Pass {
                CGPROGRAM
                #pragma vertex vertBloom  
                #pragma fragment fragBloom  

                ENDCG
            }
        }
            FallBack Off
}

运动模糊

运动模糊的实现有多种方式,一种方式是利用一块累计缓存类混合多张连续的图像。当物体快速移动产生多张图像后,我们取平均值作为最后的运动模糊图像,但这种方法消耗极大。另一种广泛运用的方法是创建和使用速度缓存,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。

这里我们介绍类似第一种方式的模拟方法,我们多次渲染场景,保存之前的渲染结果,不断图像把当前的渲染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。

先实现脚本:

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;

    private RenderTexture accumulationTexture;

    void OnDisable()
    {
        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;
                Graphics.Blit(src, accumulationTexture);
            }

            // We are accumulating motion over frames without clear/discard
            // by design, so silence any performance warnings from Unity
            accumulationTexture.MarkRestoreExpected();

            material.SetFloat("_BlurAmount", 1.0f - blurAmount);

            Graphics.Blit(src, accumulationTexture, material);
            Graphics.Blit(accumulationTexture, dest);
        }
        else
        {
            Graphics.Blit(src, dest);
        }
    }
}

Shader代码如下:

Shader "Unlit/MotionBlur"
{
    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;
            }

            fixed4 fragRGB(v2f i) : SV_Target {
                return fixed4(tex2D(_MainTex, i.uv).rgb, _BlurAmount);
            }

            half4 fragA(v2f i) : SV_Target {
                return tex2D(_MainTex, i.uv);
            }

            ENDCG

            ZTest Always Cull Off ZWrite Off

            Pass {
                Blend SrcAlpha OneMinusSrcAlpha
                ColorMask RGB

                CGPROGRAM

                #pragma vertex vert  
                #pragma fragment fragRGB  

                ENDCG
            }

            Pass {
                Blend One Zero
                ColorMask A

                CGPROGRAM

                #pragma vertex vert  
                #pragma fragment fragA

                ENDCG
            }
         }
}

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