perf(scene-mgmt): 优化星空失焦模糊效果

This commit is contained in:
2026-07-19 20:36:06 +08:00
parent eb127371f1
commit 7034b82aa4
3 changed files with 57 additions and 63 deletions
+35 -33
View File
@@ -8,7 +8,7 @@ Shader "AIBIS/KiteFocusSprite"
[Header(Focus Blur)]
_BlurAmount ("Blur Amount", Range(0, 1)) = 0
_BlurSize ("Blur Size", Range(0, 0.05)) = 0.012
[HideInInspector] _UseSoftFocus ("Use Soft Focus", Float) = 0
[HideInInspector] _UseGaussianBlur ("Use Gaussian Blur", Float) = 0
_DefocusBloom ("Defocus Highlight Bloom", Range(0, 1)) = 0.32
_HaloStrength ("Large Circle Halo", Range(0, 0.6)) = 0.22
_ChromaticFringe ("Lens Color Fringe", Range(0, 0.6)) = 0.14
@@ -76,7 +76,7 @@ Shader "AIBIS/KiteFocusSprite"
fixed4 _Color;
float _BlurAmount;
float _BlurSize;
float _UseSoftFocus;
float _UseGaussianBlur;
float _DefocusBloom;
float _HaloStrength;
float _ChromaticFringe;
@@ -152,31 +152,30 @@ Shader "AIBIS/KiteFocusSprite"
return result * 0.125;
}
half4 SoftFocusBlur(float2 uv, float radius)
// Same directional Gaussian kernel used by EyeUnifiedSprite in the
// Peipei eye module, including its lower-cost mobile fallback.
half3 EyeGaussianBlurRgb(float2 uv, float stepSize)
{
float nearRadius = radius * 0.48;
half4 result = samplePremultiplied(uv) * 0.20;
float angle = 1.937315;
float2 stepDir = float2(sin(angle), cos(angle));
float2 stepUv = stepDir * stepSize;
result += samplePremultiplied(uv + float2( nearRadius, 0)) * 0.08;
result += samplePremultiplied(uv + float2(-nearRadius, 0)) * 0.08;
result += samplePremultiplied(uv + float2(0, nearRadius)) * 0.08;
result += samplePremultiplied(uv + float2(0, -nearRadius)) * 0.08;
result += samplePremultiplied(uv + float2( nearRadius, nearRadius)) * 0.055;
result += samplePremultiplied(uv + float2(-nearRadius, nearRadius)) * 0.055;
result += samplePremultiplied(uv + float2( nearRadius, -nearRadius)) * 0.055;
result += samplePremultiplied(uv + float2(-nearRadius, -nearRadius)) * 0.055;
result += samplePremultiplied(uv + float2( radius, 0)) * 0.04;
result += samplePremultiplied(uv + float2(-radius, 0)) * 0.04;
result += samplePremultiplied(uv + float2(0, radius)) * 0.04;
result += samplePremultiplied(uv + float2(0, -radius)) * 0.04;
result += samplePremultiplied(uv + float2( radius, radius)) * 0.025;
result += samplePremultiplied(uv + float2(-radius, radius)) * 0.025;
result += samplePremultiplied(uv + float2( radius, -radius)) * 0.025;
result += samplePremultiplied(uv + float2(-radius, -radius)) * 0.025;
return result;
#if defined(SHADER_API_MOBILE)
half3 rgb = tex2D(_MainTex, saturate(uv)).rgb * 0.34;
rgb += tex2D(_MainTex, saturate(uv + stepUv)).rgb * 0.33;
rgb += tex2D(_MainTex, saturate(uv - stepUv)).rgb * 0.33;
#else
half3 rgb = tex2D(_MainTex, saturate(uv)).rgb * 0.18;
rgb += tex2D(_MainTex, saturate(uv + stepUv * 1.0)).rgb * 0.15;
rgb += tex2D(_MainTex, saturate(uv - stepUv * 1.0)).rgb * 0.15;
rgb += tex2D(_MainTex, saturate(uv + stepUv * 2.0)).rgb * 0.12;
rgb += tex2D(_MainTex, saturate(uv - stepUv * 2.0)).rgb * 0.12;
rgb += tex2D(_MainTex, saturate(uv + stepUv * 3.0)).rgb * 0.09;
rgb += tex2D(_MainTex, saturate(uv - stepUv * 3.0)).rgb * 0.09;
rgb += tex2D(_MainTex, saturate(uv + stepUv * 4.0)).rgb * 0.05;
rgb += tex2D(_MainTex, saturate(uv - stepUv * 4.0)).rgb * 0.05;
#endif
return rgb;
}
fixed4 frag(v2f i) : SV_Target
@@ -194,15 +193,18 @@ Shader "AIBIS/KiteFocusSprite"
float2 texel = max(abs(_MainTex_TexelSize.xy), float2(1e-5, 1e-5));
float radius = (length(texel) * 0.5 + _BlurSize) * (0.28 + blurAmt * 1.72);
if (_UseSoftFocus > 0.5)
if (_UseGaussianBlur > 0.5)
{
half4 softBlurred = SoftFocusBlur(i.uv, radius);
half4 softSharp = sharp;
softSharp.rgb *= softSharp.a;
half4 softColor = lerp(softSharp, softBlurred, smoothstep(0.0, 1.0, blurAmt));
softColor.rgb *= i.color.rgb * i.color.a;
softColor.a *= i.color.a;
return softColor;
float stepSize = length(texel) + _BlurSize;
half3 blurredRgb = EyeGaussianBlurRgb(i.uv, stepSize);
float blurStrength = pow(blurAmt, 0.75);
half4 sharpPremul = sharp;
sharpPremul.rgb *= sharpPremul.a;
half4 gaussianColor = half4(blurredRgb * sharp.a, sharp.a);
gaussianColor = lerp(sharpPremul, gaussianColor, blurStrength);
gaussianColor.rgb *= i.color.rgb * i.color.a;
gaussianColor.a *= i.color.a;
return gaussianColor;
}
half4 disc = ApertureDisc(i.uv, radius);
+8 -9
View File
@@ -424,19 +424,18 @@ MonoBehaviour:
initialBlur: 0.58
blurSize: 0.0045
firstAttemptStart: 0.45
firstFocusDuration: 0.72
firstFocusDuration: 0.82
firstNearFocusBlur: 0.16
firstHoldDuration: 0.1
firstSlipDuration: 0.42
firstHoldDuration: 0.12
firstSlipDuration: 0.48
firstSlipBlur: 0.52
secondAttemptStart: 1.85
secondFocusDuration: 0.82
secondAttemptStart: 2
secondFocusDuration: 0.92
secondNearFocusBlur: 0.08
secondHoldDuration: 0.12
secondSlipDuration: 0.5
secondHoldDuration: 0.14
secondSlipDuration: 0.58
unresolvedBlur: 0.44
blurFadeStart: 4
blurFadeDuration: 3.2
descentStart: 4
--- !u!1 &218986882
GameObject:
m_ObjectHideFlags: 0
@@ -7,14 +7,14 @@ namespace AibisDream
{
/// <summary>
/// Drives the deliberately unsuccessful focus pulls at the start of the
/// starfield-to-sea Timeline. The effect is evaluated from Timeline time so
/// pausing, frame drops and repeated playback remain deterministic.
/// starfield-to-sea Timeline and keeps the starfield defocused until the
/// Timeline reaches the sea.
/// </summary>
public sealed class StarfieldDefocusController : MonoBehaviour
{
private static readonly int BlurAmountId = Shader.PropertyToID("_BlurAmount");
private static readonly int BlurSizeId = Shader.PropertyToID("_BlurSize");
private static readonly int UseSoftFocusId = Shader.PropertyToID("_UseSoftFocus");
private static readonly int UseGaussianBlurId = Shader.PropertyToID("_UseGaussianBlur");
[Header("References")]
[SerializeField] private PlayableDirector director;
@@ -30,36 +30,34 @@ namespace AibisDream
[Min(0f)]
[SerializeField] private float firstAttemptStart = 0.45f;
[Min(0.01f)]
[SerializeField] private float firstFocusDuration = 0.48f;
[SerializeField] private float firstFocusDuration = 0.82f;
[Range(0f, 1f)]
[SerializeField] private float firstNearFocusBlur = 0.38f;
[Min(0f)]
[SerializeField] private float firstHoldDuration = 0.14f;
[SerializeField] private float firstHoldDuration = 0.12f;
[Min(0.01f)]
[SerializeField] private float firstSlipDuration = 0.38f;
[SerializeField] private float firstSlipDuration = 0.48f;
[Range(0f, 1f)]
[SerializeField] private float firstSlipBlur = 0.72f;
[Header("Focus Attempt 2")]
[Min(0f)]
[SerializeField] private float secondAttemptStart = 1.72f;
[SerializeField] private float secondAttemptStart = 2f;
[Min(0.01f)]
[SerializeField] private float secondFocusDuration = 0.55f;
[SerializeField] private float secondFocusDuration = 0.92f;
[Range(0f, 1f)]
[SerializeField] private float secondNearFocusBlur = 0.28f;
[Min(0f)]
[SerializeField] private float secondHoldDuration = 0.18f;
[SerializeField] private float secondHoldDuration = 0.14f;
[Min(0.01f)]
[SerializeField] private float secondSlipDuration = 0.46f;
[SerializeField] private float secondSlipDuration = 0.58f;
[Range(0f, 1f)]
[SerializeField] private float unresolvedBlur = 0.62f;
[Header("Downward Pan")]
[Tooltip("Timeline time at which the starfield starts moving down toward the sea.")]
[Min(0f)]
[SerializeField] private float blurFadeStart = 4f;
[Min(0.01f)]
[SerializeField] private float blurFadeDuration = 3.2f;
[SerializeField] private float descentStart = 4f;
private MaterialPropertyBlock propertyBlock;
@@ -160,7 +158,7 @@ namespace AibisDream
}
director.Pause();
SetTimelineTime(blurFadeStart);
SetTimelineTime(descentStart);
director.Play();
while (director.state == PlayState.Playing)
@@ -248,7 +246,7 @@ namespace AibisDream
starfieldRenderer.GetPropertyBlock(propertyBlock);
propertyBlock.SetFloat(BlurAmountId, EvaluateBlur(time));
propertyBlock.SetFloat(BlurSizeId, blurSize);
propertyBlock.SetFloat(UseSoftFocusId, 1f);
propertyBlock.SetFloat(UseGaussianBlurId, 1f);
starfieldRenderer.SetPropertyBlock(propertyBlock);
}
@@ -308,12 +306,7 @@ namespace AibisDream
return SmoothLerp(secondNearFocusBlur, unresolvedBlur, InverseLerp(secondHoldEnd, secondSlipEnd, time));
}
if (time < blurFadeStart)
{
return unresolvedBlur;
}
return SmoothLerp(unresolvedBlur, 0f, InverseLerp(blurFadeStart, blurFadeStart + blurFadeDuration, time));
return unresolvedBlur;
}
/// <summary>