在本次学习中,需要实现的是一个简易的屏幕后处理特效,调整屏幕的亮度、饱和度和对比度。
在跟随书实现效果之前,因为不了解脚本相关知识,在实现前阅读官方文档了解基本知识,并且脚本需要具备一定的C#知识,所以C#也将一起学习。
创建基础的脚本,用于检测条件是否满足与处理材质
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {
// Called when start
protected void CheckResources() {
bool isSupported = CheckSupport();
if (isSupported == false) {
NotSupported();
}
}
// Called in CheckResources to check support on this platform
protected bool CheckSupport() {
if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) {
Debug.LogWarning("This platform does not support image effects or render textures.");
return false;
}
return true;
}
// Called when the platform doesn't support this effect
protected void NotSupported() {
enabled = false;
}
protected void Start() {
CheckResources();
}
// Called when need to create the material used by this effect
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;
}
}
}
后处理脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BrightnessSaturationAndContrast : PostEffectsBase
{
public Shader briSatConShader; //Shader类型的字段,相机的Shader
private Material briSatConMaterial; //私有字段
public Material material{ //感觉与属性类似
get {
briSatConMaterial = CheckShaderAndCreateMaterial( briSatConShader, briSatConMaterial); //调用基类的函数获得材质
return briSatConMaterial;
}
}
[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;
void OnRenderImage (RenderTexture src, RenderTexture dest){ //获得当前渲染图像src,再经过函数内的操作,再将目标渲染纹理dest显示在屏幕上
if (material != null){
material.SetFloat("_Brightness", brightness);
material.SetFloat("_Saturation", saturation);
material.SetFloat("_Contrast", contrast);
Graphics.Blit(src, dest, material); //将源渲染纹理src通过material的shader后传递给目标渲染纹理dest
}else{
Graphics.Blit(src, dest); //直接src传给dest
}
}
}
Shader代码
Properties
{
_MainTex ("Base(RGB)", 2D) = "white" {}
_Brightness ("Brightness", Float) = 1
_Saturation ("Saturation", Float) = 1
_Contrast ("Contrast", Float) = 1
}
SubShader
{
Pass
{
ZTest Always
ZWrite Off
Cull Off //一般屏幕后处理需要这样设置,防止屏幕后处理的绘制遮挡原先的颜色
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
half _Brightness;
half _Saturation;
half _Contrast;
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
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);
//获得基础颜色
fixed3 finalColor = renderTex.rgb * _Brightness;
//获得一个亮度为0的值
fixed luminance = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;
fixed3 luminanceColor = fixed3(luminance, luminance, luminance);
//用该值作为最低值与上一步得到的颜色进行插值
finalColor = lerp(luminanceColor, finalColor, _Saturation);
//获得一个对比度为0的颜色,即各分量都为0.5
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
//再将该值最为最低值与上一步获得的颜色进行插值
finalColor = lerp(avgColor, finalColor, _Contrast);
return fixed4(finalColor, renderTex.a);
}
ENDCG
}
}
Fallback Off
在理解后,总体来说较为简单,但是在整个代码中涉及到许多不明白的关键字以及方法,需要不断查看官方文档并且熟悉,C#的学习也需要加快。