Color Grading 颜色分级
本文档主要是对Unity官方手册的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于Unity2018.4版本
参考链接:https://github.com/Unity-Technologies/PostProcessing/wiki/Color-Grading
Color grading is the process of altering or correcting the color and luminance of the final image. You can think of it like applying filters in software like Instagram.
颜色分级是改变或矫正最终图像的颜色和亮度的过程。你可以把它想象成在Instagram这样的软件中应用了滤镜。
The Color Grading effect comes with three modes:
颜色分级效果有三种模式:
- Low Dynamic Range: this mode is aimed at lower-end platforms but it can be used on any platform. Grading is applied to the final rendered frame clamped in a [0,1] range and stored in a standard LUT.
这种模式针对的是低端平台,但可以在任何平台上使用。分级应用于最终渲染帧,帧夹取在[0,1]范围内,并存储在标准色彩对照表(LUT)中。 - High Dynamic Range: this mode is aimed at platforms that support HDR rendering. All the color operations will be applied in HDR and stored into a 3D log-encoded LUT to ensure a sufficient range coverage and precision (Alexa LogC El1000).
此模式针对支持HDR渲染的平台。所有的颜色操作都将应用于HDR中,并存储到3D log-encoded的LUT中,以确保有足够的覆盖范围和精度。 - External: this mode allows you to provide a custom 3D LUT authored in an external software.
此模式允许您提供自定义的3D LUT,通过外部软件中编写的方式。
Requirements
- Shader Model 3
See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware.
Global Settings
Note: these are only available for the Low Definition Range and External modes.
注意:只有LDR和External模式有效
Properties
Property | Function |
---|---|
Lookup Texture | LDR: A custom lookup texture (strip format, e.g. 256x16) to apply before the rest of the color grading operators. If none is provided, a neutral one will be generated internally. External: A custom 3D log-encoded texture. TODO: tutorial |
查找纹理 | LDR:自定义查找纹理(条状格式,如256x16),在其他颜色分级操作之前应用。如果没有提供,则在内部生成一个非彩色的。External |