7.8 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	
			7.8 KiB
		
	
	
	
	
	
	
	
BrightnessSaturationAndContrast
给摄像机添加脚本
添加2个Meta,让其可以在编辑器模式下运行,并且只能绑定Camera组件。
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
实现基础类
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class PostEffectsBase : MonoBehaviour
{
    protected void CheckResources()
    {
        bool isSupported = CheckSupport();
        if (isSupported == false)
        {
            NotSupported();
        }
    }
    protected bool CheckSupport()
    {
        if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false)
        {
            Debug.LogWarning("Not Supported!");
            return false;
        }
        return true;
    }
    protected void NotSupported()
    {
        enabled = false;
    }
    protected Material CheckShaderAndCreateMaterial(Shader shader, Material material)
    {
        if (shader == null)
            return null;
        if (shader.isSupported && material && material.shader == shader)
            return material;
        if (!shader.isSupported)
            return null;
        else
        {
            material = new Material(shader);
            material.hideFlags = HideFlags.DontSave;
            if (material)
                return material;
            else
                return null;
        }
    }
    protected void Start()
    {
        CheckResources();
    }
}
之后根据需求在子类中添加变量:
using UnityEngine;
public class BrightnessSaturationAndContrast : PostEffectsBase
{
    [Range(0.0f, 3.0f)]
    public float brightness = 1.0f;
    [Range(0.0f, 3.0f)]
    public float saturation = 1.0f;
    [Range(0.0f, 3.0f)]
    public float contrast = 1.0f;
    public Shader briSatConShader;
    private Material briSatConMaterial;
    public Material material
    {
        get
        {
            briSatConMaterial = CheckShaderAndCreateMaterial(briSatConShader, briSatConMaterial);
            return briSatConMaterial;
        }
    }
    private void OnRenderImage(RenderTexture src, RenderTexture dest)
    {
        if (material != null)
        {
            material.SetFloat("_Brightness", brightness);
            material.SetFloat("_Saturation", saturation);
            material.SetFloat("_Contrast", contrast);
            Graphics.Blit(src, dest, material);
        }
        else
        {
            Graphics.Blit(src, dest);
        }
    }
}
最后在OnRenderImage中调用Graphics.Blit()进行渲染。
添加后处理Shader
Shader "PostProcess/BrightnessSaturationAndContrast" {
	
	Properties {
		_MainTex ("Base", 2D) = "white" {}
        _Brightness("Brightness",Float)=1
        _Saturation("Saturation",Float)=1
        _Contrast("Constrast",Float)=1
    }
	SubShader {
        Pass{
            ZTest Always Cull Off ZWrite Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            sampler2D _MainTex;
            half _Brightness;
            half _Saturation;
            half _Contrast;
            struct v2f{
                float4 pos : SV_POSITION;
                half2 uv : TEXCOORD0;
            };
            v2f vert(appdata_img v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv=v.texcoord;
                return o;
            }
            fixed4 frag(v2f i) : SV_Target{
                fixed4 renderTex=tex2D(_MainTex,i.uv);
                fixed3 finalColor=renderTex.rgb * _Brightness;
                fixed luminance=0.2125*renderTex.r+0.7154*renderTex.g+0.0721*renderTex.b;
                fixed3 luminanceColor=fixed3(luminance,luminance,luminance);
                finalColor =lerp(luminanceColor,finalColor,_Saturation);
                fixed3 avgColor=fixed3(0.5,0.5,0.5);
                finalColor=lerp(avgColor,finalColor,_Contrast);
                return fixed4(finalColor,renderTex.a);
            }
            ENDCG
        }
    }
    Fallback Off
}
高斯模糊
与之前不同,这里利用RenderTexture.GetTemporary函数分配了一块与屏幕图像大小相同的缓冲区。这是因为,高斯模糊需要调用两个Pass,我们需要使用一块中间缓存来存储第一个Pass执行完毕后得到的模糊结果。RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);我们首先调用Graphics.Blit(src, buffer, material, 0),使用Shader中的第一个pass对src进行处理,并将结果存储在了buffer中。然后在调用Graphics.Blit(src, buffer, material, 1),使用Shader中的第二个Pass对buffer进行处理,返回最终的屏幕图像。最后,我们还需要调用RenderTexture.ReleaseTemporary来释放之前分配的缓存。
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
    if (material != null)
    {
        int rtW = src.width;
        int rtH = src.height;
        RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
        Graphics.Blit(src, buffer, material, 0);
        Graphics.Blit(buffer, dest, material, 1);
        RenderTexture.Release(buffer);
    }
    else
    {
        Graphics.Blit(src, dest);
    }
}
实现降采样:
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
    if (material != null)
    {
        int rtW = src.width / downSample;
        int rtH = src.height / downSample;
        RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0);
        buffer.filterMode=FilterMode.Bilinear;
        Graphics.Blit(src, buffer, material, 0);
        Graphics.Blit(buffer, dest, material, 1);
        RenderTexture.Release(buffer);
    }
    else
    {
        Graphics.Blit(src, dest);
    }
}
CGINCLUDE
使用CGINCLUDE与ENDCG关键字将通用部分引用给其他Pass
Shader "Unity Shaders Book/Chapter 12/Gaussian Blur" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_BlurSize ("Blur Size", Float) = 1.0
	}
	SubShader {
		CGINCLUDE
		
		#include "UnityCG.cginc"
		
		sampler2D _MainTex;  
		half4 _MainTex_TexelSize;
		float _BlurSize;
		  
		struct v2f {
			float4 pos : SV_POSITION;
			half2 uv[5]: TEXCOORD0;
		};
		  
		v2f vertBlurVertical(appdata_img v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
			
			half2 uv = v.texcoord;
			
			o.uv[0] = uv;
			o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
			o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
			o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
			o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
					 
			return o;
		}
		
		v2f vertBlurHorizontal(appdata_img v) {
			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
			
			half2 uv = v.texcoord;
			
			o.uv[0] = uv;
			o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
			o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
			o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
			o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
					 
			return o;
		}
		
		fixed4 fragBlur(v2f i) : SV_Target {
			float weight[3] = {0.4026, 0.2442, 0.0545};
			
			fixed3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
			
			for (int it = 1; it < 3; it++) {
				sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it];
				sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it];
			}
			
			return fixed4(sum, 1.0);
		}
		    
		ENDCG
		
		ZTest Always Cull Off ZWrite Off
		
		Pass {
			NAME "GAUSSIAN_BLUR_VERTICAL"
			
			CGPROGRAM
			  
			#pragma vertex vertBlurVertical  
			#pragma fragment fragBlur
			  
			ENDCG  
		}
		
		Pass {  
			NAME "GAUSSIAN_BLUR_HORIZONTAL"
			
			CGPROGRAM  
			
			#pragma vertex vertBlurHorizontal  
			#pragma fragment fragBlur
			
			ENDCG
		}
	} 
	FallBack "Diffuse"
}