Special effect distortion processing method, device, electronic equipment and medium

By using Command Buffer operation and distortion shaders, the problem of low-efficiency special-effect distortion processing caused by multi-camera technology is solved, and more efficient special-effect distortion processing is achieved.

CN112489170BActive Publication Date: 2025-03-18HANGZHOU ELECTRONICS SOUL NETWORK TECH
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Patent Information

Application Number
CN202011303434.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-11-19
Publication Date
2025-03-18
Estimated Expiration
2040-11-19

AI Technical Summary

Technical Problem

The method of using multiple cameras to achieve special effects distortion in the prior art results in low overall processing efficiency.

Method used

Use the Command Buffer operation to draw the distorted parameters into the rendered texture, resulting in the distorted rendered texture and pass it into the distorted shader to distort render the special effects.

Benefits of technology

This technical solution simplifies operations, improves the overall processing efficiency of special effects distortions, reduces the overhead of drawing and replacing shaders with multiple cameras, and is independent of the special effects and distortion processing, reducing the impact on special effects rendering.

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Abstract

The present invention discloses a special effect distortion processing method, which relates to the field of image processing technology, and is used to solve the problem of low overall processing efficiency caused by the method of using multiple cameras to realize special effect distortion in the related technology. The method specifically includes: judging whether the special effect rendering is completed in the first scene, and if so, obtaining distortion parameters; using Command Buffer operation to draw the distortion parameters in the rendering texture to obtain a distortion rendering texture, and the distortion rendering texture is set in conjunction with the special effect; passing the distortion rendering texture into the distortion shader to perform distortion rendering on the special effect. The present invention has the advantages of simple operation and high processing efficiency.
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Description

Technical Field

[0001] The present invention relates to the field of image processing technology, and in particular to a special effect distortion processing method, device, electronic equipment and medium. Background Art

[0002] Stereoscopic animation is an emerging technology that has emerged in recent years with the development of computer hardware and software technology. It is a comprehensive subject based on computer science, mathematics, physics, artificial intelligence, etc. Currently popular modern games are also one of the forms of stereoscopic animation, which are usually created using Unity.

[0003] In the related art, Unity mainly uses two cameras to process special effect distortion, one camera draws the special effect parameters that need to be distorted, and the other camera draws the game scene normally, and then performs corresponding rendering processing in the post-processing stage. However, since the camera's scene cropping process takes a long time and the camera needs to replace the shader in the post-processing stage, the overall processing efficiency is low.

[0004] Currently, no effective solution has been proposed for the problem of low overall processing efficiency caused by the use of multiple cameras to achieve special effect distortion in related technologies. Summary of the invention

[0005] In order to overcome the deficiencies of the related art, an object of the present invention is to provide a special effect distortion processing method, device, electronic device and medium, which have the advantages of simple operation and high processing efficiency.

[0006] One of the purposes of the present invention is achieved by the following technical solution:

[0007] A special effect distortion processing method, the method comprising:

[0008] Determine whether the first scene has completed special effects rendering, and if so, obtain distortion parameters;

[0009] Drawing the distortion parameters into a render texture using a Command Buffer operation to obtain a distortion render texture, wherein the distortion render texture is configured in conjunction with the special effect;

[0010] The distortion rendering texture is passed into a distortion shader to perform distortion rendering on the special effect.

[0011] In some embodiments, the distortion parameters include one or more combinations of distortion strength, distortion position, detail noise, distortion shape, transparency, etc.

[0012] In some embodiments, the method includes:

[0013] receiving an attenuation signal, and updating a distortion parameter in response to the attenuation signal, wherein the updated distortion parameter is different from the distortion parameter before the update;

[0014] The warp rendering texture and the warp shader are updated based on the updated warp parameters to update the warp rendering of the special effect.

[0015] In some embodiments, before obtaining the distortion parameter, the method further includes:

[0016] Check whether there is any post-processing other than the distortion post-processing. If yes, all of them are recorded as the post-processing to be selected. If no, the distortion parameters can be obtained.

[0017] Any one of the to-be-selected post-processing is selected and recorded as the selected post-processing, the selected post-processing is merged with the warping post-processing, and then the warping parameters are obtained.

[0018] In some of the embodiments, when the selected post-processing is merged with the warp post-processing, the selected post-processing and the warp post-processing use a same shader.

[0019] In some embodiments, selecting any one of the to-be-selected post-processing and recording it as the selected post-processing includes:

[0020] Query the priority of each candidate post-processing;

[0021] The candidate post-processing with the highest priority is selected and recorded as the selected post-processing.

[0022] In some embodiments, the method further comprises

[0023] Get special effect parameters;

[0024] Drawing the special effect parameters into a rendering texture based on a Command Buffer operation to obtain a special effect rendering texture, wherein the special effect rendering texture is configured in conjunction with the first scene;

[0025] The special effect rendering texture is passed into a special effect shader to perform special effect rendering on the first scene.

[0026] The second object of the present invention is achieved by adopting the following technical solution:

[0027] A special effect distortion processing device, comprising:

[0028] A judgment module, used to judge whether the first scene has completed special effect rendering, and if so, obtain distortion parameters;

[0029] A first processing module is used to draw the distortion parameters into a rendering texture using a Command Buffer operation to obtain a distortion rendering texture, wherein the distortion rendering texture is configured in coordination with the special effect;

[0030] The second processing module is used to pass the distortion rendering texture into a distortion shader to perform distortion rendering on the special effect.

[0031] A third object of the present invention is to provide an electronic device for performing one of the objects of the invention, which includes a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to implement the above method when executing the computer program.

[0032] A fourth object of the present invention is to provide a computer-readable storage medium storing one of the objects of the invention, on which a computer program is stored, and when the computer program is executed by a processor, the above method is implemented.

[0033] Compared with the related art, the beneficial effect of the present invention is that: the distortion rendering texture is obtained by using the Command Buffer operation, and then the distortion rendering texture is passed into the distortion shader to realize the distortion of special effects, so as to save the overhead of using multiple cameras to draw and replace shaders. The operation of this technical solution is not only simple, but also improves the overall processing efficiency of the distortion; when the first scene completes the special effects rendering, it enters the post-processing state, that is, the special effects and distortion are independent of each other during processing, so as to reduce the impact on the special effects rendering. BRIEF DESCRIPTION OF THE DRAWINGS

[0034] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0035] Figure 1 is a flow chart of the special effect distortion processing method shown in the first embodiment of the present application;

[0036] Figure 2 is a flowchart of the update steps shown in Example 2 of the present application;

[0037] Figure 3 is a flow chart of the merging steps shown in Example 3 of the present application;

[0038] Figure 4 is a structural block diagram of a special effect distortion processing device shown in Embodiment 4 of the present application;

[0039] Figure 5 It is a structural block diagram of the electronic device shown in Example 5 of the present application.

[0040] Description of the drawings: 41, judgment module; 42, first processing module; 43, second processing module; DETAILED DESCRIPTION

[0041] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application is described and illustrated below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. Based on the embodiments provided in the present application, all other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of the present application.

[0042] It is understandable that although the efforts made in this development process may be complex and lengthy, for ordinary technicians in the field related to the contents disclosed in this application, some design, manufacturing or production changes based on the technical contents disclosed in this application are just routine technical means and should not be construed as insufficient content disclosed in this application.

[0043] Embodiment 1

[0044] The first embodiment provides a special effect distortion processing method, which aims to solve the problem of low overall processing efficiency caused by the method of using multiple cameras to achieve special effect distortion in the related art.

[0045] Figure 1 is a flowchart of the special effect distortion processing method shown in the first embodiment of the present application, referring to Figure 1 As shown, the method includes steps S101 to S104.

[0046] Step S101, determine whether the first scene has completed special effect rendering, if so, execute step S102, if not, do not process. It is worth noting that after the first scene has completed special effect rendering, it enters the post-processing stage, and any processing process in the post-processing stage is regarded as a post-processing, therefore, the special effect distortion processing is also a post-processing process, which can be regarded as distortion post-processing. Here, the first scene that has completed special effect rendering is recorded as the second scene, and the second scene that has completed distortion is recorded as the third scene.

[0047] Step S102, obtaining distortion parameters. The distortion parameters are preset by the developer and are associated with the effect of special effect distortion. The distortion parameters may include one or more combinations of distortion strength, distortion position, detail noise, distortion shape, transparency, etc. Of course, the distortion special effect parameters are not limited to the above types. It is worth noting that the distortion shape is presented in the form of a mask map; the distortion parameters can be opened to special effects for editing through a script.

[0048] Step S103, use the Command Buffer operation to draw the distortion parameters in the rendering texture to obtain the distortion rendering texture, and the distortion rendering texture is set in conjunction with the special effect. It can be understood that the Command Buffer operation is under Unity, and the specific operation is not repeated here. Since the distortion is for special effects, the distortion rendering texture should be associated with the special effects in position, shape, etc. It is worth noting that the distortion rendering texture is stored in four different channels of RGBA.

[0049] Step S104: pass the distortion rendering texture into the distortion shader to perform distortion rendering on the special effect. It is worth noting that the distortion rendering texture carries the corresponding material. After the distortion rendering texture is passed into the shader, the renderer corresponding to the material is queried under the shader, the distortion rendering texture is collected, and the second scene is distorted using the renderer, and the distortion effect is naturally limited to the range represented by the distortion rendering texture.

[0050] In summary, the Command Buffer operation is used to obtain the distortion rendering texture, and then the distortion rendering texture is passed into the distortion shader to realize the distortion rendering of special effects, so as to save the overhead of using multiple cameras to draw and replace shaders. The operation of this technical solution is not only simple, but also improves the overall processing efficiency of the distortion; when the first scene completes the special effects rendering, it enters the post-processing state, that is, the special effects and distortion are processed independently of each other to reduce the impact on the special effects rendering.

[0051] It is worth noting that the steps of the method are completed based on an execution device. Specifically, the execution device can be a server, a cloud server, a user terminal, a processor, etc., but the execution device is not limited to the above types.

[0052] It will be understood that the steps shown in the above process or the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and that although a logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown here.

[0053] As an optional technical solution, the special effect distortion processing method may further include a special effect processing step.

[0054] The special effect processing step may include:

[0055] Get special effect parameters;

[0056] Drawing the special effect parameters into the rendering texture based on the Command Buffer operation to obtain the special effect rendering texture, and the special effect rendering texture is set in conjunction with the first scene;

[0057] The special effect rendering texture is passed into the special effect shader to perform special effect rendering on the first scene.

[0058] The special effect rendering and distortion rendering are both implemented based on Command Buffer operations and shaders. Therefore, the special effect processing is simpler and more efficient than the multi-camera method. The specific process can refer to the relevant instructions in step S101 to step S104, which will not be repeated here. However, step S102 to step S104 should be executed after the special effect processing steps are completed.

[0059] Furthermore, since the distortion post-processing needs to capture a full-screen screenshot of the second scene as a post-processing target when executing, the special effect shader and the distortion shader can use the same shader, that is, after the special effect processing step, a full-screen screenshot of the second scene can be obtained, and the full-screen screenshot can be directly used as the post-processing target of the distortion post-processing. Through this technical solution, not only can the time of capturing the post-processing target be saved, but also the switching between the special effect shader and the distortion shader can be avoided, so as to improve the overall processing efficiency.

[0060] Embodiment 2

[0061] This embodiment 2 provides a special effect distortion processing method, which is based on the embodiment 1. The method may also include an updating step, Figure 2 It is a flowchart of the update steps shown in Example 2 of the present application.

[0062] Reference Figure 1 and Figure 2 As shown, the updating step may include steps S201 to S203.

[0063] Step S201: receiving an attenuation signal, and updating a distortion parameter in response to the attenuation signal. The updated distortion parameter is different from the distortion parameter before the update. It can be understood that the attenuation signal can be generated by the execution device according to the setting of the developer, and its generation frequency is not limited here. The generation frequency of the attenuation signal is preferably 1 frame / time.

[0064] Step S202: Update the warp rendering texture based on the updated warp parameters and the Command Buffer. Specifically, query the original warp rendering texture before receiving the attenuation signal, and then adjust the original warp rendering texture to correspond to the updated warp parameters, or generate a warp rendering texture corresponding to the updated warp parameters and replace the original warp rendering texture to update the warp rendering texture.

[0065] Accordingly, the execution device needs to dynamically collect materials corresponding to the distortion parameters. For example, if the transparency of the distortion effect needs to change in a curve, the execution device needs to sample the transparency in the transparency curve frame by frame and pass it to the material corresponding to the distortion parameter to update the distortion rendering texture and shader.

[0066] Step S203: updating the distortion shader based on the updated distortion rendering texture. The distortion shader may also be updated by adjustment or replacement. However, for performance reasons, the distortion rendering texture and the distortion shader are preferably updated by adjustment.

[0067] Through this technical solution, the special effect distortion effect is updated in real time, thereby improving the dynamic effect of stereoscopic animation and improving user experience. The update of the special effect distortion is also implemented based on Command Buffer operation and shader. Therefore, the update processing of the special effect distortion is also simpler and more efficient than the multi-camera method.

[0068] Embodiment 3

[0069] This embodiment 3 provides a special effect distortion processing method, which is performed on the basis of the embodiment 1 and / or the embodiment 2. The method may also include a merging step, Figure 3 is a flowchart of the merging steps shown in Example 3 of the present application, referring to Figure 1 and Figure 3 As shown, the merging step may include steps S301 to S304.

[0070] Step S301, check whether there is post-processing other than distortion post-processing, if yes, execute step S303 and corresponding steps, if no, execute step S302. When entering the post-processing stage, post-processing is usually not limited to distortion post-processing, such as ToneMapping post-processing, and the developer needs to set it according to the scene.

[0071] It is worth noting that step S301 is performed before obtaining the distortion parameters, for example, before step S102 or before responding to the attenuation signal. It can be understood that in step S201, updating the distortion parameters in response to the attenuation signal is another form of obtaining the distortion parameters.

[0072] Step S302, allowing the execution of obtaining distortion parameters. It is worth noting that step S302 is set in conjunction with step S102 of the first embodiment or step S201 of the second embodiment. That is, when special effect distortion is performed and the execution of obtaining distortion parameters is allowed, step S102 is continued to be executed; when special effect distortion is updated and the execution of obtaining distortion parameters is allowed, the distortion parameters are continued to be updated in response to the attenuation signal.

[0073] Step S303, recording all post-processing except the initial distortion post-processing as post-processing to be selected;

[0074] Step S304: select any one of the post-processing to be selected and record it as the selected post-processing, merge the selected post-processing with the distortion post-processing, and then execute step S302. It can be understood that when the selected post-processing is merged with the distortion post-processing, the selected post-processing and the distortion post-processing use the same shader.

[0075] Here, ToneMapping post-processing and distortion post-processing are used as examples for explanation. When the two are in an independent state, ToneMapping post-processing and distortion post-processing each capture a full-screen screenshot of the current scene, and use shaders for rendering respectively. It can be seen that two interception actions need to be performed here, and two shaders are also required, so the switching of shaders is also involved. Of course, the ToneMapping post-processing and distortion post-processing have a sequence, but they are not specifically described here. When the two are in a merged state, for example: the distortion post-processing is before the ToneMapping post-processing, then the distortion post-processing captures a full-screen screenshot of the current scene, and obtains a distorted rendering after the distortion post-processing is completed. The distorted rendering can be directly used as the full-screen screenshot required for the ToneMapping post-processing, and the two use the same shader. Therefore, through this technical solution, one post-processing can be saved, and the overall processing efficiency and performance can be correspondingly improved.

[0076] Preferably, the selection of the selected post-processing in step S304 is preferably implemented in a priority manner, specifically: query the priority of each post-processing to be selected, the priority level of each post-processing to be selected is pre-set by the developer; select the post-processing to be selected with the highest priority and record it as the selected post-processing.

[0077] Embodiment 4

[0078] The fourth embodiment provides a special effect distortion processing device, which is a virtual device structure of the above embodiment. Figure 4 is a structural block diagram of a special effect distortion processing device shown in the fourth embodiment of the present application, referring to Figure 4 As shown, the device includes: a judgment module 41, a first processing module 42, and a second processing module 43.

[0079] The judging module 41 is used to judge whether the special effect rendering of the first scene is completed, and if so, obtain the distortion parameter;

[0080] The first processing module 42 is used to draw the distortion parameters into the rendering texture using the Command Buffer operation to obtain the distortion rendering texture, and the distortion rendering texture is set in conjunction with the special effect;

[0081] The second processing module 43 is used to pass the distortion rendering texture into the distortion shader to perform distortion rendering on the special effect.

[0082] It should be noted that the above modules can be functional modules or program modules, and can be implemented by software or hardware. For modules implemented by hardware, the above modules can be located in the same processor; or the above modules can be located in different processors in any combination.

[0083] Embodiment 5

[0084] This fifth embodiment provides an electronic device, Figure 5 is a structural block diagram of the electronic device shown in the fifth embodiment of the present application, referring to Figure 5 As shown, the electronic device includes a memory and a processor, the memory stores a computer program, and the processor is configured to run the computer program to execute any one of the special effect distortion processing methods in the above embodiments. Specific examples can refer to the examples described in the above embodiments and optional implementation methods, and this embodiment will not be repeated here.

[0085] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.

[0086] In addition, in combination with the special effect distortion processing method in the above embodiment, the fifth embodiment of the present application can provide a storage medium for implementation. The storage medium stores a computer program; when the computer program is executed by the processor, any special effect distortion processing method in the above embodiment is implemented, and the method includes:

[0087] Determine whether the first scene has completed special effects rendering, and if so, obtain distortion parameters;

[0088] Use Command Buffer operation to draw the distortion parameters into the render texture to obtain the distortion render texture, and set the distortion render texture in conjunction with the special effect;

[0089] Pass the distortion render texture into the distortion shader to render the effect with distortion.

[0090] like Figure 5 As shown, taking a processor as an example, the processor, memory, input device and output device in the electronic device can be connected through a bus or other means. Figure 5 The example of connecting through bus is taken in the following.

[0091] As a computer-readable storage medium, the memory may include a high-speed random access memory, a non-volatile memory, etc., and may be used to store an operating system, a software program, a computer executable program, and a database, such as the program instructions / modules corresponding to the special effect distortion processing method of the first embodiment of the present invention, and may also include a memory, which may be used to provide an operating environment for the operating system and the computer program. In some instances, the memory may further include a memory remotely arranged relative to the processor, and these remote memories may be connected to the electronic device via a network.

[0092] The processor is used to provide computing and control capabilities, and may include a central processing unit (CPU), or an application specific integrated circuit (ASIC), or may be configured to implement one or more integrated circuits of the embodiments of the present application. The processor executes various functional applications and data processing of the electronic device by running computer executable programs, software programs, instructions, and modules stored in the memory, that is, implementing the special effect distortion processing method of the first embodiment.

[0093] The output device of the electronic device can be a liquid crystal display or an electronic ink display, and the input device of the electronic device can be a touch layer covering the display, or a key, trackball or touchpad provided on the housing of a computer device, or an external keyboard, touchpad or mouse.

[0094] The electronic device may also include a network interface / communication interface, and the network interface of the electronic device is used to communicate with an external terminal via a network connection. Examples of the above network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0095] Those skilled in the art will understand that Figure 5 The structure shown in the figure is only a block diagram of a partial structure related to the scheme of the present application, and does not constitute a limitation on the electronic device to which the scheme of the present application is applied. The specific electronic device may include more or fewer components than those shown in the figure, or combine certain components, or have a different arrangement of components.

[0096] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application can include non-volatile and / or volatile memory. Non-volatile memory can include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory can include random access memory (RAM) or external cache memory. As an illustration and not limitation, RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink), DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).

[0097] It is worth noting that in the embodiment of the special effects distortion processing method, the various units and modules included are divided only according to functional logic, but are not limited to the above division, as long as the corresponding functions can be achieved; in addition, the specific names of the functional units are only for the convenience of distinguishing each other, and are not used to limit the scope of protection of the present invention.

[0098] Unless otherwise defined, the technical terms or scientific terms involved in this application should be understood by people with ordinary skills in the technical field to which this application belongs. The words "one", "a", "a", "the" and the like involved in this application do not indicate a quantitative limitation and may represent the singular or plural. The terms "include", "comprise", "have" and any of their variations involved in this application are intended to cover non-exclusive inclusions. The words "connect", "connected", "coupled" and the like involved in this application are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The "multiple" involved in this application refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there may be three relationships. The character " / " generally indicates that the associated objects before and after are in an "or" relationship. The terms "first", "second", "third" and the like involved in this application are merely to distinguish similar objects and do not represent a specific ordering of objects.

[0099] The above embodiments only express several implementation methods of the present application, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the invention patent. It should be pointed out that, for a person of ordinary skill in the art, several variations and improvements can be made without departing from the concept of the present application, and these all belong to the protection scope of the present application. Therefore, the protection scope of the patent of the present application shall be subject to the attached claims.

Claims

1. A special effect distortion processing method, characterized in that: The method comprises: Get special effect parameters; Drawing the special effect parameters into the rendering texture based on the Command Buffer operation to obtain the special effect rendering texture, and the special effect rendering texture is set in conjunction with the first scene; Passing the special effect rendering texture into a special effect shader to perform special effect rendering on the first scene, and recording the first scene after the special effect rendering is completed as a second scene; Determine whether the first scene has completed special effects rendering, and if so, obtain distortion parameters; Drawing the distortion parameters into a render texture using a Command Buffer operation to obtain a distortion render texture, wherein the distortion render texture is configured in conjunction with the special effect; The distortion rendering texture is passed into a distortion shader to perform distortion rendering on the special effect, wherein the special effect shader and the distortion shader are the same shader.

2. The method according to claim 1, characterized in that The distortion parameters include: one or more combinations of distortion strength, distortion position, detail noise, distortion shape, transparency, etc.

3. The method according to claim 1, characterized in that The method comprises: receiving an attenuation signal, and updating a distortion parameter in response to the attenuation signal, wherein the updated distortion parameter is different from the distortion parameter before the update; The warp rendering texture and the warp shader are updated based on the updated warp parameters to update the warp rendering of the special effect.

4. The method according to any one of claims 1 to 3, characterized in that Before obtaining the distortion parameter, the method further includes: Check whether there is any post-processing other than the distortion post-processing. If yes, all of them are recorded as the post-processing to be selected. If no, the distortion parameters can be obtained. Any one of the to-be-selected post-processing is selected and recorded as the selected post-processing, the selected post-processing is merged with the warping post-processing, and then the warping parameters are obtained. 5 . The method according to claim 4 , wherein in the case of merging the selected post-processing with the warp post-processing, the selected post-processing and the warp post-processing use a same shader.

6. The method according to claim 4, characterized in that The selecting any one of the to-be-selected post-processing and recording it as the selected post-processing comprises: Query the priority of each candidate post-processing; The candidate post-processing with the highest priority is selected and recorded as the selected post-processing.

7. The method according to any one of claims 1 to 3, characterized in that The method further comprises: Get special effect parameters; Drawing the special effect parameters into a rendering texture based on a Command Buffer operation to obtain a special effect rendering texture, wherein the special effect rendering texture is configured in conjunction with the first scene; The special effect rendering texture is passed into a special effect shader to perform special effect rendering on the first scene.

8. A special effect distortion processing device, characterized in that: include: Get special effect parameters; Drawing the special effect parameters into the rendering texture based on the Command Buffer operation to obtain the special effect rendering texture, and the special effect rendering texture is set in conjunction with the first scene; Passing the special effect rendering texture into a special effect shader to perform special effect rendering on the first scene, and recording the first scene after the special effect rendering is completed as a second scene; A judgment module, used to judge whether the first scene has completed special effect rendering, and if so, obtain distortion parameters; A first processing module is used to draw the distortion parameters into a rendering texture using a Command Buffer operation to obtain a distortion rendering texture, wherein the distortion rendering texture is configured in coordination with the special effect; The second processing module is used for transferring the distortion rendering texture into a distortion shader to perform distortion rendering on the special effect, wherein the special effect shader and the distortion shader are the same shader.

9. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to implement the method according to any one of claims 1 to 7 when executing the computer program.

10. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.