SRP_11_PostFX


https://catlikecoding.com/unity/tutorials/custom-srp/post-processing/

  • 用一个全屏三角形和使用一个面(四个点,两个三角形)的好处

    • 增加本地缓存命中

    • 避免对角线的像素绘制两次问题(因为两个三角公用,每个三角形渲染一次,渲染两次)

    • 顶点从6个减少到3个

      image-20221215221259142

  • 全屏三角形原理

  • Bloom

    • image-20221215221659812
    • image-20221215221708097
    • image-20221215221713500
  • 分离的滤波原理

    • image-20221215221748949
  • Blur Filter 的权重值由来

    • image-20221215221806563

    • image-20221215221817444

  • Bilinear Filtering upsampling 问题:在高收缩率或者运动的图像升采样时,会产生块状斑纹

    • Although the Gaussian filter produces smooth results we still performing bilinear filtering when upsampling, which can give the glow a blocky appearance. This is most obvious where contract in the original image is high, especially when in motion.

        • image-20221215221859155
  • Bicubic Upsampling 可以解决这个问题

    • image-20221215221959145
    • image-20221215221945117
  • Bloom Threshold

    • image-20221215222018544

    • image-20221215222027598

    • image-20221215222039306

    • image-20221215222054811


文章作者: 血魂S
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