Unity3d 实现 SSAA 抗锯齿

什么是 SSAA

超级采样抗锯齿(Super-Sampling Anti-aliasing,简称SSAA)此是早期抗锯齿方法,比较消耗资源,但简单直接,先把图像映射到缓存并把它放大,再用超级采样把放大后的图像像素进行采样,一般选取2个或4个邻近像素,把这些采样混合起来后,生成的最终像素,令每个像素拥有邻近像素的特征,像素与像素之间的过渡色彩,就变得近似,令图形的边缘色彩过渡趋于平滑。再把最终像素还原回原来大小的图像,并保存到帧缓存也就是显存中,替代原图像存储起来,最后输出到显示器,显示出一帧画面。

C# 实现

将下面的脚本绑定到需要进行 SSAA 的摄像机上即可

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

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 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;
//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;
}
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();
}
}

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