Unity Shader 屏幕后处理效果 调整屏幕的亮度 饱和度和对比度

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

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