shader 部分:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/ColorAdjustEffect" {
//属性块,shader用到的属性,可以直接在Inspector面板调整
Properties
{
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Brightness("Brightness", Float) = 1
_Saturation("Saturation", Float) = 1
_Contrast("Contrast", Float) = 1
}
//每个shader都有Subshaer,各个subshaer之间是平行关系,只可能运行一个subshader,主要针对不同硬件
SubShader
{
//真正干活的就是Pass了,一个shader中可能有不同的pass,可以执行多个pass
Pass
{
//设置一些渲染状态,此处先不详细解释
ZTest Always Cull Off ZWrite Off
CGPROGRAM
//在Properties中的内容只是给Inspector面板使用,真正声明在此处,注意与上面一致性
sampler2D _MainTex;
half _Brightness;
half _Saturation;
half _Contrast;
//vert和frag函数
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
//从vertex shader传入pixel shader的参数
struct v2f
{
float4 pos : SV_POSITION; //顶点位置
half2 uv : TEXCOORD0; //UV坐标
};
//vertex shader
//appdata_img:带有位置和一个纹理坐标的顶点着色器输入
v2f vert(appdata_img v)
{
v2f o;
//从自身空间转向投影空间
o.pos = UnityObjectToClipPos(v.vertex);
//uv坐标赋值给output
o.uv = v.texcoord;
return o;
}
//fragment shader
fixed4 frag(v2f i) : SV_Target
{
//从_MainTex中根据uv坐标进行采样
fixed4 renderTex = tex2D(_MainTex, i.uv);
//brigtness亮度直接乘以一个系数,也就是RGB整体缩放,调整亮度
fixed3 finalColor = renderTex * _Brightness;
//saturation饱和度:首先根据公式计算同等亮度情况下饱和度最低的值:
fixed gray = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;
fixed3 grayColor = fixed3(gray, gray, gray);
//根据Saturation在饱和度最低的图像和原图之间差值
finalColor = lerp(grayColor, finalColor, _Saturation);
//contrast对比度:首先计算对比度最低的值
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
//根据Contrast在对比度最低的图像和原图之间差值
finalColor = lerp(avgColor, finalColor, _Contrast);
//返回结果,alpha通道不变
return fixed4(finalColor, renderTex.a);
}
ENDCG
}
}
//防止shader失效的保障措施
FallBack Off
}
C#部分 两个类是后期处理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ColorAdjustEffect : PostEffectBase
{
[Range(0.0f, 3.0f)]
public float brightness = 1.0f; //亮度
[Range(0.0f, 3.0f)]
public float contrast = 1.0f; //对比度
[Range(0.0f, 3.0f)]
public float saturation = 1.0f; //饱和度
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
//仅仅当有材质的时候才进行后处理,如果_Material为空,不进行后处理
if(Material)
{
//通过Material.SetXXX("name",value)可以设置shader中的参数值
Material.SetFloat("_Brightness", brightness);
Material.SetFloat("_Contrast", contrast);
Material.SetFloat("_Saturation", saturation);
//使用Material处理Texture,dest不一定是屏幕,后处理效果可以叠加的!
Graphics.Blit(src, dest, Material);
}
else
{
Graphics.Blit(src, dest);
}
}
}
===================///
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//非运行时也触发效果
[ExecuteInEditMode]
//屏幕后处理特效一般都需要绑定在摄像机上
[RequireComponent(typeof(Camera))]
public class PostEffectBase : MonoBehaviour {
public Shader shader = null;
private Material _material = null;
public Material Material
{
get
{
if (_material == null)
_material = GenerateMaterial(shader);
return _material;
}
}
protected Material GenerateMaterial(Shader shader)
{
if(shader == null)
{
return null;
}
if(shader.isSupported == false)
{
return null;
}
Material material = new Material(shader);
material.hideFlags = HideFlags.DontSave;
if(material)
{
return material;
}
return null;
}
}