随便说说 post-processing
九月份一篇博都没更新,这段时间一直在unity的坑里爬不起来,感觉真的很绝望啊,仿佛对生活都失去了信心。
渲染问题并没有解决,目前方案只是减轻视觉冲突,降低违和感。项目AR产品也做的越来越艰难,开始经常想一个问题,我从哪里来,我该到哪里去。。。
好吧,唠叨这么多,言归正传,今天说说unity的Post-Processing后期处理的景深 Depth Of Field
官方文档 https://docs.unity3d.com/Manual/PostProcessingOverview.html
先贴完整代码,下载PostProcessing插件并import,将下面脚本挂在camera上,运行
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.PostProcessing; public class DepthOfFieldTest : MonoBehaviour { public Transform nearBlurTarget; public Transform farBlurTarget; private PostProcessingProfile profile; // Use this for initialization void Start () { AddPostProcessing (); BlurEffect(); } /// <summary> /// Adds the post processing 后期处理特效. /// </summary> public void AddPostProcessing () { PostProcessingBehaviour postProcessingBehaviour = gameObject.AddComponent<PostProcessingBehaviour> (); this.profile = new PostProcessingProfile (); // this.profile = Resources.Load ("GreenArchPOST") as PostProcessingProfile; postProcessingBehaviour.profile = profile; profile.depthOfField.enabled = false; profile.antialiasing.enabled = true; profile.ambientOcclusion.enabled = true; // AO参数设置,主要是要勾选ambientOnly选项 AmbientOcclusionModel.Settings aoSettings = new AmbientOcclusionModel.Settings () { intensity = 1f, radius = 0.3f, sampleCount = AmbientOcclusionModel.SampleCount.Medium, downsampling = true, forceForwardCompatibility = false, ambientOnly = true, highPrecision = false }; profile.ambientOcclusion.settings = aoSettings; } /// <summary> /// Blurs the effect景深模糊效果. /// </summary> /// <param name="jo">Jo.</param> public void BlurEffect() { DepthOfFieldModel depthOfField = this.profile.depthOfField; Vector3 focusPosition = (1.5f * nearBlurTarget.position + farBlurTarget.position) / 2.5f; Plane cameraPlane = new Plane(gameObject.transform.forward, gameObject.transform.position); float focusDistance = cameraPlane.GetDistanceToPoint (focusPosition); float depthOfFeild = Mathf.Abs (cameraPlane.GetDistanceToPoint (farBlurTarget.position) - cameraPlane.GetDistanceToPoint (nearBlurTarget.position)); // 根据公式计算 景深ΔL=ΔL1+ΔL2=(2f^2FδL^2)/(f^4-F^2δ^2L^2) // 容许弥散圆直径 δ=0.035mm float ap = 5.6f * 0.035f / 1000f; float focusDistancex2 = Mathf.Pow (focusDistance, 2f); float lengthx2 = ap * focusDistancex2 + ap * focusDistance * Mathf.Sqrt(focusDistancex2 + Mathf.Pow (depthOfFeild, 2f)); float focalLengthByMath = Mathf.Sqrt (lengthx2 / depthOfFeild) * 1000f; Debug.Log ("清晰点距相机距离:" + focusDistance); Debug.Log ("景深:" + depthOfFeild); Debug.Log ("相机焦距 focalLengthByMath (mm):" + focalLengthByMath); depthOfField.enabled = true; UnityEngine.PostProcessing.DepthOfFieldModel.Settings depthOfFieldSetting = new UnityEngine.PostProcessing.DepthOfFieldModel.Settings { focusDistance = focusDistance, aperture = 5.6f, focalLength = focalLengthByMath, useCameraFov = false, kernelSize = DepthOfFieldModel.KernelSize.Medium }; depthOfField.settings = depthOfFieldSetting; } }
采用PostProcessing摄像机后期处理特效,Depth Of Field模块,根据前端给的三个参数计算Focus Distance 焦点距离 和 focalLength镜头焦距。
1.Focus Distance具体含义是距离摄像机多远的“距离”拍摄最高清,这个距离是目标点与相机平面的垂直距离,相机平面可以这样确定,1.与nearPlane平面平行,过相机位置点。所以焦距Focus Distance可以通过以下代码求得并设置:
//相机辅助平面
Plane cameraPlane = new Plane(camera.transform.forward,camera.transform.position);
//计算目标距离相机的距离,焦点距离 focusDistance
float focusDistance = cameraPlane.GetDistanceToPoint (focusPosition);
2.focalLength 镜头焦距,通过景深 nearBlurPosition 和 farBlurPosition计算得到。景深计算方式如下:
看成景深、镜头焦距、光圈值的一个方程,将镜头焦距作为要求的跟,根据一元二次方程的解:
得到 :