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Question by bolt5 · Apr 07, 2019 at 06:26 PM · image effectslayermaskbloomsecondcamera

Layer-based Bloom Image Effect renders over objects

I tried to make a layer-based bloom effect. The bloom effect is from FastMobileBloom, and then I edited some of the script and shader for it to work on selected layers. Here is the result:

alt text


The only problem now is that the effect is rendering over objects. How can I prevent this?


Here is the setup:

  • 2 cameras, the sourceCamera and the bloomCamera that is generated by code.

  • sourceCamera - cullingMask is Everything except for the Bloom layer, the FastMobileBloomEffect script is attached.

  • bloomCamera - cullingMask is Bloom layer only, clearFlags to Nothing, has a targetTexture.


Notes:

  • I am on Android platform.

  • Tried MK Glow Free, works in the Editor, but black screen on build (the UI is rendering though).


FastMobileBloomEffect.cs

 using UnityEngine;
 
 [ExecuteInEditMode]
 [RequireComponent(typeof(Camera))]
 public class FastMobileBloomEffect : MonoBehaviour
 {
     [Range(0.0f, 1.5f)] public float threshold = 0.25f;
     [Range(0.00f, 4.0f)] public float intensity = 1.0f;
     [Range(0.25f, 5.5f)] public float blurSize = 1.0f;
     [Range(1, 4)] public int blurIterations = 2;
     public LayerMask bloomMask = -1;
     
     Camera sourceCamera
     {
         get
         {
             if (_sourceCamera == null)
                 _sourceCamera = GetComponent<Camera>();
             return _sourceCamera;
         }
     }
     Camera _sourceCamera;
 
     Camera bloomCamera
     {
         get
         {
             if (_bloomCamera == null)
             {
                 _bloomCamera = new GameObject("Bloom Camera", typeof(Camera), typeof(FlareLayer)).GetComponent<Camera>();
                 _bloomCamera.enabled = false;
                 _bloomCamera.gameObject.hideFlags = HideFlags.HideAndDontSave;
                 _bloomCamera.transform.SetParent(this.transform);
                 _bloomCamera.transform.localPosition = Vector3.zero;
                 _bloomCamera.transform.localRotation = Quaternion.identity;
                 _bloomCamera.transform.localScale = Vector3.one;
             }
             _bloomCamera.CopyFrom(sourceCamera);
             _bloomCamera.cullingMask = bloomMask;
             _bloomCamera.clearFlags = CameraClearFlags.Nothing;
             _bloomCamera.targetTexture = target;
             return _bloomCamera;
         }
     }
     Camera _bloomCamera;
 
     RenderTexture target
     {
         get
         {
             if (_target == null || _target.width != sourceCamera.pixelWidth || _target.height != sourceCamera.pixelHeight)
                 _target = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 24, RenderTextureFormat.ARGB32);
             return _target;
         }
     }
     RenderTexture _target;
 
     Material fastBloomMat
     {
         get
         {
             if (_fastBloomMat == null)
             {
                 _fastBloomMat = new Material(Resources.Load<Shader>("FastMobileBloom"));
                 _fastBloomMat.hideFlags = HideFlags.HideAndDontSave;
             }
             return _fastBloomMat;
         }
     }
     Material _fastBloomMat;
 
     void OnPreRender()
     {
         sourceCamera.Render();
         RenderTexture.active = bloomCamera.targetTexture;
         GL.Clear(true, true, Color.clear);
         RenderTexture.active = null;
         bloomCamera.Render();
     }
 
     static void Clear(ref RenderTexture rt)
     {
         RenderTexture active = RenderTexture.active;
         RenderTexture.active = rt;
         GL.Clear(true, true, Color.clear);
         RenderTexture.active = active;
     }
 
     void OnRenderImage(RenderTexture src, RenderTexture dst)
     {
         Graphics.Blit(src, dst);
 
         int width = target.width / 4;
         int height = target.height / 4;
         RenderTexture rt = RenderTexture.GetTemporary(width, height, 0, target.format);
         rt.DiscardContents();
         Clear(ref rt);
         fastBloomMat.SetFloat("_Spread", blurSize);
         fastBloomMat.SetVector("_ThresholdParams", new Vector2(1.0f, -threshold));
         Graphics.Blit(target, rt, fastBloomMat, 0);
 
         //downscale
         for(int i = 0; i < blurIterations - 1; i++)
         {
             RenderTexture rt2 = RenderTexture.GetTemporary(rt.width / 2, rt.height / 2, 0, target.format);
             rt2.DiscardContents();
             Clear(ref rt2);
             fastBloomMat.SetFloat("_Spread", blurSize);
             Graphics.Blit(rt, rt2, fastBloomMat, 1);
             RenderTexture.ReleaseTemporary(rt);
             rt = rt2;
         }
 
         //upscale
         for(int i = 0; i < blurIterations - 1; i++)
         {
             RenderTexture rt2 = RenderTexture.GetTemporary(rt.width * 2, rt.height * 2, 0, target.format);
             rt2.DiscardContents();
             Clear(ref rt2);
             fastBloomMat.SetFloat("_Spread", blurSize);
             Graphics.Blit(rt, rt2, fastBloomMat, 2);
             RenderTexture.ReleaseTemporary(rt);
             rt = rt2;
         }
 
         fastBloomMat.SetFloat("_BloomIntensity", intensity);
         fastBloomMat.SetTexture("_BloomTex", rt);
         Graphics.Blit(target, dst, fastBloomMat, 3);
         RenderTexture.ReleaseTemporary(rt);
     }
 }


FastMobileBloom.shader

 Shader "Custom/FastMobileBloom"
 {
     Properties
     {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _BloomTex ("Bloom (RGB)", 2D) = "black" {}
     }
 CGINCLUDE
 #include "UnityCG.cginc"
 uniform sampler2D _MainTex;
 uniform half4 _MainTex_TexelSize;
 uniform    half4 _MainTex_ST;
 
 uniform half2 _ThresholdParams;
 uniform half  _Spread;
 
 uniform sampler2D _BloomTex;
 uniform half _BloomIntensity;
 
 struct v2fCombineBloom
 {
     float4 pos : SV_POSITION; 
     half2  uv  : TEXCOORD0;
 #if UNITY_UV_STARTS_AT_TOP
     half2  uv2 : TEXCOORD1;
 #endif
 };    
 
 struct v2fBlurDown
 {
     float4 pos  : SV_POSITION;
     half2  uv0  : TEXCOORD0;
     half4  uv12 : TEXCOORD1;
     half4  uv34 : TEXCOORD2;
 };
 
 struct v2fBlurUp
 {
     float4 pos  : SV_POSITION;
     half4  uv12 : TEXCOORD0;
     half4  uv34 : TEXCOORD1;
     half4  uv56 : TEXCOORD2;
     half4  uv78 : TEXCOORD3;
 };
 
 v2fBlurDown vertBlurDown(appdata_img v)
 {
     v2fBlurDown o;
     o.pos = UnityObjectToClipPos(v.vertex);
     o.uv0 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
     o.uv12.xy = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2( 1.0h,  1.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv12.zw = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2(-1.0h,  1.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv34.xy = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2(-1.0h, -1.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv34.zw = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2( 1.0h, -1.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
 return o;
 }
 
 v2fBlurUp vertBlurUp(appdata_img v)
 {
     v2fBlurUp o;
     o.pos = UnityObjectToClipPos(v.vertex);
     o.uv12.xy = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2( 1.0h,  1.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv12.zw = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2(-1.0h,  1.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv34.xy = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2(-1.0h, -1.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv34.zw = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2( 1.0h, -1.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv56.xy = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2( 0.0h,  2.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv56.zw = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2( 0.0h, -2.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv78.xy = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2( 2.0h,  0.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
     o.uv78.zw = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy + half2(-2.0h,  0.0h) * _MainTex_TexelSize.xy * _Spread, _MainTex_ST);
 return o;
 }
 
 v2fCombineBloom vertCombineBloom(appdata_img v)
 {
     v2fCombineBloom o;
     
     o.pos = UnityObjectToClipPos(v.vertex);
     o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
 #if UNITY_UV_STARTS_AT_TOP
     o.uv2 = o.uv;
     if (_MainTex_TexelSize.y < 0.0)
         o.uv.y = 1.0 - o.uv.y;
 #endif
 
 return o;
 }
 
 fixed4 fragBlurDownFirstPass(v2fBlurDown i) : SV_Target
 {
     fixed4 col0 = tex2D(_MainTex, i.uv0);
     fixed4 col1 = tex2D(_MainTex, i.uv12.xy);
     fixed4 col2 = tex2D(_MainTex, i.uv12.zw);
     fixed4 col3 = tex2D(_MainTex, i.uv34.xy);
     fixed4 col4 = tex2D(_MainTex, i.uv34.zw);
 
     fixed4 col = col0 + col1*0.25 + col2*0.25 + col3*0.25 + col4*0.25;
     col = col * 0.5;
     col = col + _ThresholdParams.y;
 
     col = max(col, 0.0);
 return col;
 }
 
 fixed4 fragBlurDown(v2fBlurDown i) : SV_Target
 {
     fixed4 col0 = tex2D(_MainTex, i.uv0);
     fixed4 col1 = tex2D(_MainTex, i.uv12.xy);
     fixed4 col2 = tex2D(_MainTex, i.uv12.zw);
     fixed4 col3 = tex2D(_MainTex, i.uv34.xy);
     fixed4 col4 = tex2D(_MainTex, i.uv34.zw);
 
     fixed4 col = col0 + col1*0.25 + col2*0.25 + col3*0.25 + col4*0.25;
     col = col * 0.5;
 return col;
 }
 
 #define oneSix     0.1666666
 #define oneThree   0.3333333
 fixed4 fragBlurUp(v2fBlurUp i) : SV_Target
 {
     fixed4 col1 = tex2D(_MainTex, i.uv12.xy);
     fixed4 col2 = tex2D(_MainTex, i.uv12.zw);
     fixed4 col3 = tex2D(_MainTex, i.uv34.xy);
     fixed4 col4 = tex2D(_MainTex, i.uv34.zw);
     fixed4 col5 = tex2D(_MainTex, i.uv56.xy);
     fixed4 col6 = tex2D(_MainTex, i.uv56.zw);
     fixed4 col7 = tex2D(_MainTex, i.uv78.xy);
     fixed4 col8 = tex2D(_MainTex, i.uv78.zw);
 
     fixed4 col = col1*oneThree + col2*oneThree + col3*oneThree + col4*oneThree + col5*oneSix + col6*oneSix + col7*oneSix + col8*oneSix;
     //col = col * 0.5;
 
 return col;
 }
 
 fixed4 fragCombineBloom(v2fCombineBloom i) : SV_Target
 {
 #if UNITY_UV_STARTS_AT_TOP
     fixed4 col = tex2D(_MainTex,  i.uv2);
     return col + tex2D(_BloomTex, i.uv) * _BloomIntensity;
 #else
     fixed4 col = tex2D(_MainTex,  i.uv);
     return col + tex2D(_BloomTex, i.uv) * _BloomIntensity;
 #endif
 }
 
 ENDCG
     SubShader
     {
         //edit
         Lighting Off
         Cull Off ZWrite Off ZTest Always
         Blend One OneMinusSrcAlpha
         //
         
         //initial downscale and threshold
         Pass
         {
 CGPROGRAM
 #pragma vertex vertBlurDown
 #pragma fragment fragBlurDownFirstPass
 ENDCG
         }
 
         //down pass
         Pass
         {
 CGPROGRAM
 #pragma vertex vertBlurDown
 #pragma fragment fragBlurDown
 ENDCG
         }
 
         //up pass
         Pass
         {
 CGPROGRAM
 #pragma vertex vertBlurUp
 #pragma fragment fragBlurUp
 ENDCG
         }
 
         //final bloom
         Pass
         {
 CGPROGRAM
 #pragma vertex vertCombineBloom
 #pragma fragment fragCombineBloom
 ENDCG
         }
     }
 }

bloom.png (231.2 kB)
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