很多时候需要把相机得texture渲染到texture上。但是效果往往不理想。

如图对比:

             没有处理过得效果                                                                      处理过得效果 

                                                           

还是比较明显得变化得。

那么如何处理呢?下面介绍四种方式

 

方式一

具体原理不多啰嗦,直接讲步骤。

首先创建一个脚本Antialiasing.cs

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Antialiasing : MonoBehaviour
{
    private static GameObject renderTargetCam;

    private static TextureRenderer textureRenderer;

    private static RenderTexture renderTexture;

    public static float scale = 2;

    private Camera mainCam;

    private int screenX;

    private int screenY;

    private int targetX = 100;

    private int targetY = 100;

    private int hideFlagDontShowSave = 61;

    public bool restart;

    private bool rendering;

    public static RenderTextureFormat Format = RenderTextureFormat.ARGB32;
    public RawImage StoreRenderTexture;

    public static GameObject RenderTargetCamera
    {
        get
        {
            return Antialiasing.renderTargetCam;
        }
    }

    public static RenderTexture RenderTexture
    {
        get
        {
            return Antialiasing.renderTexture;
        }
    }
    public Camera RenderingCamera
    {
        get
        {
            return this.mainCam;
        }
    }
    private void OnEnable()
    {
        this.mainCam = base.GetComponent<Camera>();
        if (this.mainCam == null)
        {
            Debug.LogError("Missing Camera on GameObject!");
            base.enabled = false;
            return;
        }
        this.hideFlagDontShowSave = 13;
        this.targetX = Screen.width;
        this.targetY = Screen.height;
     //  Shader a= new Shader();
        if (Application.isEditor)
        {
            this.restart = true;
            return;
        }
        this.StartAntialiasing();
    }

    private void OnDisable()
    {
        this.StopAntialiasing();
    }

    private void Update()
    {
        if (this.screenX != Screen.width || this.screenY != Screen.height)
        {
            this.restart = true;
        }
        if (this.restart)
        {
            this.Restart();
        }
    }

    private void Restart()
    {
        this.StopAntialiasing();
        this.StartAntialiasing();
        this.restart = false;
    }

    private void OnPreCull()
    {
        if (this.rendering && (this.screenX != Screen.width || this.screenY != Screen.height))
        {
            this.targetX = Screen.width;
            this.targetY = Screen.height;
            this.restart = true;
        }
        if (this.rendering)
        {
            this.mainCam.targetTexture = Antialiasing.renderTexture;
        }
    }

    private void FinishedRendering()
    {
        if (this.rendering)
        {
            this.mainCam.targetTexture = null;
        }
    }
    public void StartAntialiasing()
    {
        if (this.mainCam == null)
        {
            Debug.LogError("Missing Camera on Object!");
            return;
        }
        this.screenX = Screen.width;
        this.screenY = Screen.height;
        int num = (int)((float)Screen.width * Antialiasing.scale);
        int num2 = (int)((float)Screen.height * Antialiasing.scale);
        if (num <= 0)
        {
            num = 100;
        }
        if (num2 <= 0)
        {
            num2 = 100;
        }
        if (Antialiasing.renderTexture == null || Antialiasing.renderTexture.width != num || Antialiasing.renderTexture.height != num2)
        {
            if (Antialiasing.renderTexture != null)
            {
                Antialiasing.renderTexture.Release();
            }
            Antialiasing.renderTexture = new RenderTexture(num, num2, 2, Antialiasing.Format);
            Antialiasing.renderTexture.name = "SSAARenderTarget";
            Antialiasing.renderTexture.hideFlags = (HideFlags)this.hideFlagDontShowSave;
        }

        if (Antialiasing.renderTargetCam == null)
        {
            Antialiasing.renderTargetCam = new GameObject("SSAARenderTargetCamera");
            Antialiasing.renderTargetCam.hideFlags = (HideFlags)this.hideFlagDontShowSave;
            Camera c = Antialiasing.renderTargetCam.AddComponent<Camera>();
            c.CopyFrom(this.mainCam);
            c.cullingMask = 0;
            c.targetTexture = null;
            c.depth = this.mainCam.depth + 0.5f;
            Antialiasing.textureRenderer = Antialiasing.renderTargetCam.AddComponent<TextureRenderer>();
            Antialiasing.textureRenderer.hideFlags = (HideFlags)this.hideFlagDontShowSave;
            StoreRenderTexture.texture = Antialiasing.RenderTexture;
        }
        this.rendering = true;
    }

    public void StopAntialiasing()
    {
        if (this.mainCam != null && this.mainCam.targetTexture != null)
        {
            this.mainCam.targetTexture = null;
        }
        if (renderTargetCam != null)
        {
            GameObject.Destroy(renderTargetCam);
        }
        this.rendering = false;

    }
}


public class TextureRenderer : MonoBehaviour
{
    private Camera c;
    public bool stereoFirstPass = true;
    private void Awake()
    {
        this.c = gameObject.GetComponent<Camera>();
        if (this.c == null)
        {
            Debug.LogError("TextureRenderer init fail! (no Camera)");
            base.enabled = false;
        }
    }
    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        Graphics.Blit(Antialiasing.RenderTexture, destination);
        Antialiasing.RenderTexture.DiscardContents();
    }
}

然后,将脚本挂载到相机上。

      

将你要展示得RawImage拽到脚本中得RawImage处。

大功告成!

方式二

当然你想要获得更好得效果还可以这样做。

1、打开菜单栏Edit中Project Settings中的Quality选项

2、在QualitySettings中可以找到Shadows设置

3、开始各种调整,直到自己满意

4、Shadow Distance值如果很大就会边缘锯齿,Resolution也有影响

方式三

也可以这样做,通过官方得抗锯齿滤镜插件。

这里推荐Beautify,可以加很多得相机效果,同时在锯齿处理也是相当完美。官网35刀。不过CSDN或者随便哪个论坛都可以下载。这个钱能省则省,实在需要联系我,哈哈哈请问吃顿饭就好。开玩笑拉自己去下载

 

方式四

当然这里也有通过Super Sampling Anti-Aliasing来进行抗锯齿处理,跟前面得也是差不多。这里贴出Shader代码

Shader "Custom/SSAA1" {
    Properties{
    _MainTex("MainTex", 2D) = "white" {}
    _Size("Size", range(1, 2048)) = 512

}
    SubShader{
        pass{
        Tags{ "LightMode" = "ForwardBase" }
        Cull off
            CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

            float _Size;
        sampler2D _MainTex;
        float4 _MainTex_ST;
        struct v2f {
            float4 pos : SV_POSITION;
            float2 uv_MainTex : TEXCOORD0;

        };

        v2f vert(appdata_full v) {
            v2f o;
            o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
            o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
            return o;
        }
        float4 frag(v2f i) :COLOR
        {
            /*
            *this part is about edge detection algorithms used Sobel operator
            */
            float3 lum = float3(0.2125, 0.7154, 0.0721);
            float mc00 = dot(tex2D(_MainTex, i.uv_MainTex - fixed2(1, 1) / _Size).rgb, lum);
            float mc10 = dot(tex2D(_MainTex, i.uv_MainTex - fixed2(0, 1) / _Size).rgb, lum);
            float mc20 = dot(tex2D(_MainTex, i.uv_MainTex - fixed2(-1, 1) / _Size).rgb, lum);
            float mc01 = dot(tex2D(_MainTex, i.uv_MainTex - fixed2(1, 0) / _Size).rgb, lum);
            float mc11mc = dot(tex2D(_MainTex, i.uv_MainTex).rgb, lum);
            float mc21 = dot(tex2D(_MainTex, i.uv_MainTex - fixed2(-1, 0) / _Size).rgb, lum);
            float mc02 = dot(tex2D(_MainTex, i.uv_MainTex - fixed2(1, -1) / _Size).rgb, lum);
            float mc12 = dot(tex2D(_MainTex, i.uv_MainTex - fixed2(0, -1) / _Size).rgb, lum);
            float mc22 = dot(tex2D(_MainTex, i.uv_MainTex - fixed2(-1, -1) / _Size).rgb, lum);
            float GX = -1 * mc00 + mc20 + -2 * mc01 + 2 * mc21 - mc02 + mc22;
            float GY = mc00 + 2 * mc10 + mc20 - mc02 - 2 * mc12 - mc22;
            float G = abs(GX) + abs(GY);
            float4 c = 0;
            c = length(float2(GX, GY));
            /*
            *this part is about blur edge
            */
            float4 cc = tex2D(_MainTex, i.uv_MainTex);
            if (c.x < 0.2)
            {
                return cc;
            }
            else
            {
                float2 n = float2(GX, GY);
                n *= 1 / _Size / c.x;
                //roated
                float4 c0 = tex2D(_MainTex, i.uv_MainTex + fixed2(0.2 / 2, 0.8) / _Size);
                float4 c1 = tex2D(_MainTex, i.uv_MainTex + fixed2(0.8 / 2, -0.2) / _Size);
                float4 c2 = tex2D(_MainTex, i.uv_MainTex + fixed2(-0.2 / 2, -0.8) / _Size);
                float4 c3 = tex2D(_MainTex, i.uv_MainTex + fixed2(-0.8 / 2, 0.2) / _Size);

                //random
                float2 randUV = 0;
                randUV = rand(float2(n.x, n.y));
                float4 c0 = tex2D(_MainTex, i.uv_MainTex + float2(randUV.x / 2, randUV.y) / _Size);
                randUV = rand(float2(-n.x, n.y));
                float4 c1 = tex2D(_MainTex, i.uv_MainTex + float2(randUV.x / 2, randUV.y) / _Size);
                randUV = rand(float2(n.x, -n.y));
                float4 c2 = tex2D(_MainTex, i.uv_MainTex + float2(randUV.x / 2, randUV.y) / _Size);
                randUV = rand(float2(-n.x, -n.y));
                float4 c3 = tex2D(_MainTex, i.uv_MainTex + float2(randUV.x / 2, randUV.y) / _Size);

                //Gird

                float4 c0 = tex2D(_MainTex, i.uv_MainTex + fixed2(0.5, 1) / _Size);
                float4 c1 = tex2D(_MainTex, i.uv_MainTex + fixed2(-0.5, 1) / _Size);
                float4 c2 = tex2D(_MainTex, i.uv_MainTex + fixed2(0.5, -1) / _Size);
                float4 c3 = tex2D(_MainTex, i.uv_MainTex + fixed2(-0.5, -1) / _Size);
                cc = (cc + c0 + c1 + c2 + c3) *0.2;
                return cc;
            }

        }
        ENDCG
    }

    }
}

关于SSAA得抗锯齿处理原理比较简单就是;查找边缘然会进行模糊化处理。这样锯齿就能减弱,几乎没有啥感觉!

推荐博文:https://blog.csdn.net/wolf96/article/details/45438653

NVIDIA资料(自行翻译了解):https://docs.nvidia.com/gameworks/index.html#gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm

 

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