Unity 切换 颜色空间Spine UI处理

三维渲染一般使用Linear色彩空间合适,更准确,但对于UI,则似乎使用gamma,不管对于美工处理,还是人眼直观感受, 都比较好;

What every coder should know about gamma | John Novak

Spine4.0[视频介绍]之前只支持gamma,4.0后说支持linear,但似乎最终效果与线性不一致(12);

1. 默认gamma导出的spine资源,如何在unitylinear下复现基本 一致的显示效果?

  • 修改spine shader,可近似,但还有差距,特别是不透明度,(默认的gamma转换linear函数自己微调)例如
Shader "Spine/Skeleton" {
	Properties {
		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default

		// Outline properties are drawn via custom editor.
		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
		[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
		[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
		[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
			_CustomGamma("Custom Gamma",Range(0.2,10)) = 3
	}

	SubShader {
		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }

		Fog { Mode Off }
		Cull Off
		ZWrite Off
		Blend One OneMinusSrcAlpha
		Lighting Off

		Stencil {
			Ref[_StencilRef]
			Comp[_StencilComp]
			Pass Keep
		}

		Pass {
			Name "Normal"

			CGPROGRAM
			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "CGIncludes/Spine-Common.cginc"
			sampler2D _MainTex;
		float _CustomGamma;

		float C_GammaToLinearSpaceExact(float value)
		{
			if (value <= 0.04045F)
				return value / 12.92F;
			else if (value < 1.0F)
				return pow((value + 0.055F) / 1.055F, 2.4F);
			else
				return pow(value, 2.2F);
		}

		half3 C_GammaToLinearSpace(half3 sRGB)
		{
			// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
			//return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h);

			// Precise version, useful for debugging.
			return half3(C_GammaToLinearSpaceExact(sRGB.r), C_GammaToLinearSpaceExact(sRGB.g), C_GammaToLinearSpaceExact(sRGB.b));
		}

			struct VertexInput {
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
				float4 vertexColor : COLOR;
			};

			struct VertexOutput {
				float4 pos : SV_POSITION;
				float2 uv : TEXCOORD0;
				float4 vertexColor : COLOR;
			};

			VertexOutput vert (VertexInput v) {
				VertexOutput o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				//o.vertexColor = PMAGammaToTargetSpace(v.vertexColor);
				o.vertexColor = half4(C_GammaToLinearSpace(v.vertexColor.rgb), v.vertexColor.a);
				return o;
			}

			float4 frag (VertexOutput i) : SV_Target {
				float4 texColor = tex2D(_MainTex, i.uv);
				texColor.a = pow(texColor.a, _CustomGamma);
				#if defined(_STRAIGHT_ALPHA_INPUT)
				texColor.rgb *= texColor.a*_CustomGamma;
				#endif

				return (texColor * i.vertexColor);
			}
			ENDCG
		}

		Pass {
			Name "Caster"
			Tags { "LightMode"="ShadowCaster" }
			Offset 1, 1
			ZWrite On
			ZTest LEqual

			Fog { Mode Off }
			Cull Off
			Lighting Off

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_shadowcaster
			#pragma fragmentoption ARB_precision_hint_fastest
			#include "UnityCG.cginc"
			sampler2D _MainTex;
			fixed _Cutoff;

			struct VertexOutput {
				V2F_SHADOW_CASTER;
				float4 uvAndAlpha : TEXCOORD1;
			};

			VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
				VertexOutput o;
				o.uvAndAlpha = v.texcoord;
				o.uvAndAlpha.a = vertexColor.a;
				TRANSFER_SHADOW_CASTER(o)
				return o;
			}

			float4 frag (VertexOutput i) : SV_Target {
				fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
				//texcol.a = pow(texcol.a, 2.2);
				clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
				SHADOW_CASTER_FRAGMENT(i)
			}
			ENDCG
		}
	}
	CustomEditor "SpineShaderWithOutlineGUI"
}

2.默认gamma的unity ui图片在linear下显示gamma效果?

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// force output gamma image to make gamme spine ui works in linear space 
Shader "UI/Default-fixgamma"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend One OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                half4  mask : TEXCOORD2;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            float _UIMaskSoftnessX;
            float _UIMaskSoftnessY;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                float4 vPosition = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex;
                OUT.vertex = vPosition;

                float2 pixelSize = vPosition.w;
                pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));

                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
                OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
                OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));

                OUT.color = v.color * _Color;
                return OUT;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);

                #ifdef UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color.a *= m.x * m.y;
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif
                color.a = pow(color.a, 2.2);
                color.rgb *= color.a;

                return color;
            }
        ENDCG
        }
    }
}

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