This is my BloomOpimized script,which is based on Unity’s embedded one:
using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Bloom and Glow/Bloom (Optimized)")]
public class BloomOptimized : PostEffectsBase
{
public enum Resolution
{
Low = 0,
High = 1,
}
public enum BlurType
{
Standard = 0,
Sgx = 1,
}
[Range(0.0f, 1.5f)]
public float threshold = 0.25f;
[Range(0.0f, 2.5f)]
public float intensity = 0.75f;
[Range(0.25f, 5.5f)]
public float blurSize = 1.0f;
Resolution resolution = Resolution.Low;
[Range(1, 4)]
public int blurIterations = 1;
public BlurType blurType= BlurType.Standard;
public Shader fastBloomShader = null;
private Material fastBloomMaterial = null;
public override bool CheckResources ()
{
CheckSupport (false);
fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnDisable ()
{
if (fastBloomMaterial)
DestroyImmediate (fastBloomMaterial);
}
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if (CheckResources() == false)
{
Graphics.Blit (source, destination);
return;
}
source.name = "BloomOptimized";
int divider = 4;
float widthMod = 0.5f;
fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, 0.0f, threshold, intensity));
source.filterMode = FilterMode.Bilinear;
var rtW= source.width/divider;
var rtH= source.height/divider;
// downsample
RenderTexture rt = RenderTexture.GetTemporary (rtW /2, rtH / 2, 0, source.format);
rt.name="BloomOptimized rt";
rt.filterMode = FilterMode.Bilinear;
Graphics.Blit (source, rt, fastBloomMaterial, 1);
//var passOffs= blurType == BlurType.Standard ? 0 : 2;
var passOffs = 0;
for(int i = 0; i < blurIterations; i++)
{
fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshold, intensity));
// vertical blur
RenderTexture rt2 = RenderTexture.GetTemporary (rtW /2, rtH/2, 0, source.format);
rt2.name="BloomOptimized rt2";
rt2.filterMode = FilterMode.Bilinear;
Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs);
RenderTexture.ReleaseTemporary (rt);
rt = rt2;
// horizontal blur
rt2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0, source.format);
rt2.name="BloomOptimized rt22";
rt2.filterMode = FilterMode.Bilinear;
Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs);
RenderTexture.ReleaseTemporary (rt);
rt = rt2;
}
fastBloomMaterial.SetTexture ("_Bloom", rt);
Graphics.Blit (source, destination, fastBloomMaterial, 0);
RenderTexture.ReleaseTemporary (rt);
}
}
}
And this is the RenderTexture’s RAM profile:
As it shows,the “source” RT named “BloomOptimized” has a very big 71.2MB size.As the resolution is 21591080,hereby a standard 2048 * 1024 resolution RT will occupy 64MB RAM,which means 1024 * 1024 equals 32MB.And it seems the anti-aliasing index will times the RT producing times,so 32MB / 4 equals 8MB if no anti-aliasing is used.That is still confusing,because RGBA has 4 channels so the maximum RAM it costs would be 4MB for a 10241024 RT.Why it is doubled?
How to reduce this RT ram size considerably?