后处理 - 亮度,饱和度,对比度
效果

c#代码
using UnityEngine; public class MyBrightnessSaturationAndContrast : MonoBehaviour { public Shader m_Shader; public Material m_Material; [Range(0.0f, 3.0f)] public float m_brightness = 1.0f; [Range(0.0f, 3.0f)] public float m_saturation = 1.0f; [Range(0.0f, 3.0f)] public float m_contrast = 1.0f; void Start() { if (false == SystemInfo.supportsImageEffects) { Debug.LogWarning("This platform does not support image effects or render textures."); this.enabled = false; return; } if (null == m_Material) { if (null != m_Shader && m_Shader.isSupported) { m_Material = new Material(m_Shader); m_Material.hideFlags = HideFlags.DontSave; } } else if (m_Material.shader != m_Shader) { if (m_Shader.isSupported) //优先shader { m_Material = new Material(m_Shader); m_Material.hideFlags = HideFlags.DontSave; } } } void OnRenderImage(RenderTexture src, RenderTexture dest) { if (null != m_Material) { m_Material.SetFloat("_Brightness", m_brightness); m_Material.SetFloat("_Saturation", m_saturation); m_Material.SetFloat("_Contrast", m_contrast); Graphics.Blit(src, dest, m_Material); } else { Graphics.Blit(src, dest); } } }
shader
Shader "My/PostEff/BrightnessSaturationAndContrast"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {} //主贴图
_Brightness("Brightness", Float) = 1 //亮度
_Saturation("Saturation", Float) = 1 //饱和度
_Contrast("Contrast", Float) = 1 //对比度
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
Cull Off //剔除: 关
ZWrite Off //深度缓冲buff写入: 关
ZTest Always //深度测试: 开
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
half _Brightness;
half _Saturation;
half _Contrast;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v) //顶点着色器
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target //片段着色器(逐像素)
{
fixed4 renderTex = tex2D(_MainTex, i.uv);
//亮度计算直接叠加
fixed3 finalColor = renderTex.rgb * _Brightness;
//饱和度和灰度有关,先计算最低灰度系数下的图像,随后对原始的图像进行插值操作
fixed3 gray = fixed3(0.2125, 0.7154, 0.0721);
//点积得到最低灰度值,构成最低灰度图像
fixed minGray = dot(gray, col.rgb); //即: gray.x * renderTex.r + gray.y * renderTex.g + gray.z * renderTex.b
fixed luminance = 0.2125 * renderTex.r + 0.7154 * renderTex.g + 0.0721 * renderTex.b;
fixed3 luminanceColor = fixed3(minGray, minGray, minGray); //饱和度为0的颜色值
//对灰度图像和原始图像插值操作以得到最终系数的显示图像
finalColor = lerp(luminanceColor, finalColor, _Saturation);
//对比度效果类似,先计算最低对比度图像,即(0.5,0.5,0.5),随后插值操作
fixed3 minContrast = fixed3(0.5, 0.5, 0.5); //对比度为0的颜色值
finalColor = lerp(minContrast, finalColor, _Contrast);
return fixed4(finalColor, renderTex.a);
}
ENDCG
}
}
Fallback Off
}
参考
《shader入门精要》12.2

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