Unity Bloom效果的五种实现方式,原理分析和性能对比,对项目提供使用决策。
环境:魅族Note5 GPU Mali-T860 联发科p10
场景 | 平均FPS |
---|---|
UnityBloom | 24 |
KinoBloom | 29 |
AmplifyBloom | 28 |
FastMobileBloom | 30 |
UltimateBloom | 30 |
参考资料
- https://www.youtube.com/watch?v=xWKo50WS2qs
- https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
- https://static.docs.arm.com/100140/0302/arm_guide_for_unity_developers_optimizing_mobile_gaming_graphics_100140_0302_00_en.pdf?_ga=2.80780304.62981651.1547376579-1587329921.1547376579
- https://github.com/keijiro/KinoBloom?1547462930302
- https://github.com/Unity-Technologies/PostProcessing/wiki/Bloom
- https://github.com/PcloD/Unity_BlurPostProcessSample
- https://eternity429.wordpress.com/2017/08/16/blur%E5%AF%A6%E4%BD%9C%E8%88%87%E6%87%89%E7%94%A8/
- http://www.cgiso.com/forum.php?mod=viewthread&tid=1725
- https://github.com/hdmmY/Bloom-Effect-Unity
- https://github.com/nobnak/GaussianBlurUnity
- https://github.com/a3geek/Bloom/blob
- https://community.arm.com/graphics/b/blog/posts/post-processing-effects-for-mobile-at-gdc18
- https://community.arm.com/graphics/b/blog/posts/post-processing-effects-on-mobile-optimization-and-alternatives
注意:在Unity5.4.5上面后处理和抗锯齿需要开启Use 32-bit Display Buffer,否则显示出现问题,后来验证在unity2018.3没有问题,只是效果缺失
Unity 关于崩坏3Bloom(部分泛光)效果实现原理