一、简介:
1、OnRenderImage函数:
Ⅰ、MonoBehaviour.OnRenderImage(RenderTexture src,RenderTexture dest)
Unity会把当前渲染得到的图像存储在第一个参数对应的源渲染纹理中,通过函数中的一系列操作后,再把目标渲染纹理,即第二个参数对应的渲染纹理显示在屏幕上。通常用Graphics.Blit函数来完成对渲染纹理的处理。
Ⅱ、public static void Blit(Texture src,RenderTexture dest,Material mat,int pass=-1);
其中src对应了源纹理,dest是目标渲染纹理,mat是我们使用的材质,材质使用的unity shader将会进行各种屏幕后处理操作,而src纹理将会被传递给Shader中名为_MainTex的纹理属性。pass的默认值为-1,表示将会依次调用Shader内的所有Pass,否则只会调用给定索引的Pass。
Ⅲ、默认情况下,OnRenderImage函数会在所有的不透明和透明的pass执行完毕后被调用,但有时,我们希望在不透明的pass执行完毕后立即调用OnRenderImage函数,此时可以在OnRenderImage函数前添加ImageEffectOpaque属性来实现这个目的。
2、unity中实现屏幕后处理过程通常如下:
首先需要在摄像机中添加一个用于屏幕后处理的脚本,脚本中会实现OnRenderImage函数,然后再调用Graphics.Bit函数使用特定的unity shader来对当前图像进行处理,再把返回的渲染纹理显示到屏幕上。对于一些复杂的屏幕特效,我们可能需要多次调用Graphics.Bit函数,不断对图像处理。但是在进行屏幕后处理之前,我们需要检查一系列条件是否满足,因此可以下面代码片段作为检查。
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;
}
}
}
二、具体实现(这里可以使用unity自带的屏幕后期处理插件,更容易用,但是效率可能会慢)
1、调整亮度、饱和度、对比度
C#控制
using System.Collections;
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;
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);
}
}
}
shader控制
Shader "Unlit/BrightnessSaturationAndContrastShader"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Brightness("Brightness",Float)=1
_Saturation("Saturation",Float)=1
_Contrast("Contrast",Float)=1
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
ZTest Always Cull Off ZwRITE Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
half _Brightness;
half _Saturation;
half _Contrast;
v2f vert (appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//亮度
fixed4 renderTex = tex2D(_MainTex, i.uv);
fixed3 finalColor = renderTex.rgb*_Brightness;
//饱和度
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);
//对比度
fixed3 avgColor = fixed3(0.5, 0.5, 0.5);
finalColor = lerp(avgColor, finalColor, _Contrast);
return fixed4(finalColor,renderTex.a);
}
ENDCG
}
}
Fallback Off
}