后处理基类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class PostEffectsBase : MonoBehaviour
{
protected void CheckResource()
{
bool isSupported = CheckSupport();
if (isSupported == false)
{
NotSupported();
}
}
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;
}
protected void NotSupported()
{
enabled = false;
}
protected void Start()
{
CheckResource();
}
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;
}
material = new Material(shader);
material.hideFlags = HideFlags.DontSave;
return material;
}
}
unity cs脚本(挂在相机上)
using System.Collections.Generic;
using UnityEngine;
public class BrightnessSaturationAndContrast : PostEffectsBase
{
public Shader briSatConShader;
private Material briSatConMaterial;
public Material material
{
get
{
briSatConMaterial = CheckShaderAndCreateMaterial(briSatConShader, briSatConMaterial);
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;
//真正的处理特效
//图像特效可以在不透明渲染通道(默认情况)或透明直接执行。
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (material != null)
{
material.SetFloat("_Brightness", brightness);
material.SetFloat("_Saturation", saturation);
material.SetFloat("_Contrast", contrast);
Graphics.Blit(source, destination, material);//材质的应用
}
else
{
Graphics.Blit(source, destination);
}
}
}
在这里插入代码片
灰度处理 shader
Shader "Hidden/Gray"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed luminance=0.2125*col.r+0.7154*col.g+0.0721*col.b;
fixed3 luminanceColor=fixed3(luminance,luminance,luminance);
return fixed4(luminanceColor,col.a);
}
ENDCG
}
}
}
亮度,对比度,饱和度处理shader
Shader "Hidden/BrightnessSaturationAndContrast"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Brightness("Brightness",float)=1
_Saturation("Saturation",float)=1
_Contrast("Contrast",float)=1
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
half _Brightness;
half _Saturation;
half _Contrast;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed3 finalColor=col.rgb*_Brightness;
fixed luminance=0.2125*col.r+0.7154*col.g+0.0721*col.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,col.a);
}
ENDCG
}
}
}