原先
后 1.2 1.6 1.2
PostEffectsBase.cs
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;
}
}
}
BrightnessSaturationAndContrast.cs挂在摄像机上
using UnityEngine;
public class BrightnessSaturationAndContrast : PostEffectsBase
{
public Shader briSatConShader;
private Material briSatConMaterial;
public Material material
{
get
{
if (briSatConMaterial == null)
{
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;
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);
}
else
{
Graphics.Blit(source, destination);
}
}
}
BrightnessSaturationAndContrast.shader
Shader "MyShader/BrightnessSaturationAndContrast"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_Brightness("Brightness", Float) = 1
_Saturation("Saturation", Float) = 1
_Contrast("Contrast", Float) = 1
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
half _Brightness;
half _Saturation;
half _Contrast;
struct v2f
{
float4 pos : SV_POSITION;
half2 uv: TEXCOORD0;
};
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);
// Apply brightness
fixed3 finalColor = renderTex.rgb * _Brightness;
// Apply saturation
fixed luminance = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;
fixed3 luminanceColor = fixed3(luminance, luminance, luminance);
finalColor = lerp(luminanceColor, finalColor, _Saturation);
// Apply contrast
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
finalColor = lerp(avgColor, finalColor, _Contrast);
return fixed4(finalColor, renderTex.a);
}
ENDCG
}
}
Fallback Off
}
必须声明一个名为 _MainTex 的纹理属性。
Properties 中声明的属性仅仅是为了显示在材质面板中。
片元着色器中,首先,我们得到对原屏幕图像(存储在 _MainTex 中)的采样结果 renderTex 。然后,利用 _Brightness 属性来调整亮度。亮度的调整非常简单,我们只需要把原颜色乘以亮度系数_Brightness即可。然后计算该像素对应的亮度值(luminance),这是通过对每个颜色分量乘以一个特定的系数再相加得到的。我们使用该亮度值创建了一个饱和度为0的颜色值,并用 _Saturation 属性在其和上一步得到的颜色之间进行插值,从而得到希望的饱和度颜色。对比度的处理类似,我们首先创建一个对比度为0的颜色值(各分量均为0.5),再使用 _Contrast 属性在其和上一步得到的颜色之间进行插值,从而得到最终的处理结果。
参考 我买的 unity shader 入门精要