Unity学习笔记(七)—— 调整屏幕的亮度、饱和度和对比度

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。

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