GPU优化
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@@ -59,8 +59,10 @@ Shader "SLS/Postprocessing/AnimeBloom"
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float2 uv = input.texcoord;
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float4 texelSize = _BlitTexture_TexelSize;
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// 扩散偏移量,随 BlurRadius 调整
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float2 offset = texelSize.xy * _BlurRadius;
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// 原生的 Kawase Offset 是 1.0(即 0.5 个对角像素距离),
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// 这里加入 _BlurRadius 按比例扩大步幅,能够使用 3 次迭代跑出原版 6 次的扩散面积
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float spreadOffset = 1.0 + _BlurRadius * 0.5;
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float2 offset = texelSize.xy * spreadOffset;
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half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset).rgb;
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half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(offset.x, -offset.y)).rgb;
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@@ -71,26 +73,36 @@ Shader "SLS/Postprocessing/AnimeBloom"
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return half4(color, 1.0);
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}
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// --- Pass 2: Upsample (Kawase 4-Tap + Blend) ---
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// 升采样:高质量混合。
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// 这里采用 Dual Kawase 的升采样逻辑,混合上一级纹理
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TEXTURE2D(_BloomMipDown);
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SAMPLER(sampler_BloomMipDown);
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// --- Pass 2: Upsample (Kawase 4-Tap + Scatter) ---
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half4 FragUpsample(Varyings input) : SV_Target
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{
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float2 uv = input.texcoord;
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float4 texelSize = _BlitTexture_TexelSize;
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float2 offset = texelSize.xy * _BlurRadius * 0.5; // 升采样时半径减半,为了更平滑
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// 原生的 Kawase 升采样偏移是 0.5。
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// 配合宽幅降采样,这里稍微放大一点点就可以获得非常柔顺的大面积泛光
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float spreadOffset = 0.5 + _BlurRadius * 0.2;
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float2 offset = texelSize.xy * spreadOffset;
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// 4-Tap 采样高一级的纹理
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// 4-Tap 从更低分辨率纹理 (Up[i+1]) 采样外围光晕
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half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset * float2(1, 1)).rgb;
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half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + offset * float2(1, -1)).rgb;
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half3 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset * float2(1, -1)).rgb;
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half3 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + offset * float2(1, 1)).rgb;
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half3 blur = (c0 + c1 + c2 + c3) * 0.25;
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half3 lowRes = (c0 + c1 + c2 + c3) * 0.25;
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// 这一步在 C# 中是通过 Blit 叠加到上一级 RT 上的
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// 所以这里直接输出 blur 结果,混合模式设为 Add 即可
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return half4(blur, 1.0);
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// 采样当前层级的高清纹理 (Down[i])
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half3 highRes = SAMPLE_TEXTURE2D_X(_BloomMipDown, sampler_LinearClamp, uv).rgb;
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// 【完全复刻 Unity 原生逻辑】: highRes + lowRes * scatter
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// 这既保证了光晕向外漫射(低迭代扩散广),又保证了核心亮区的能量守恒!
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float scatter = saturate(_BlurRadius);
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half3 bloom = highRes + lowRes * scatter;
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return half4(bloom, 1.0);
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}
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// --- Pass 3: Composite (最终合成) ---
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@@ -143,7 +155,7 @@ Shader "SLS/Postprocessing/AnimeBloom"
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Pass
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{
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Name "Bloom Upsample"
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Blend One One // Additive Blend for upsampling accumulation
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// 已在内部 Lerp,无需外部 Additive Blend
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragUpsample
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