原理是通过OnRenderImage()函数在摄像机渲染的时候,改变颜色(饱和度)
新建一个c#脚本,将要放在摄像机中
[ExecuteInEditMode]
就是让这个脚本不开始也直接运行,方便观察效果
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class ShaderTest : MonoBehaviour
{
开始声明所需变量
curshader 需要用到的shader;
grayscaleAmount 灰度大小;
public Shader curShader; public float grayScaleAmount = 1.0f; private Material curMaterial;开始时检测
void Start () {
if (SystemInfo.supportsImageEffects == false) {
enabled = false;
return;
}
if (curShader != null && curShader.isSupported == false) {
enabled = false;
}
}OnRenderImage()抓取摄像机的渲染图像(我们在里面改动它)
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture){
if (curShader != null) {
material.SetFloat("_LuminosityAmount", grayScaleAmount);
Graphics.Blit(sourceTexture, destTexture, material);
} else {
Graphics.Blit(sourceTexture, destTexture);
}
} void Update () {
grayScaleAmount = Mathf.Clamp(grayScaleAmount, 0.0f, 1.0f);
}
便于删除回收
void OnDisable () {
if (curMaterial != null) {
DestroyImmediate(curMaterial);
}
}
再看shader
书上用的是纯CG代码,不是UNITY内置着色器语言,所以屏幕特效会更加优化,因为只需要对渲染纹理的像素进行处理操作。
首先在Properties 中声明变量
包括maintex和灰度值
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_LuminosityAmount ("GrayScale Amount", Range(0.0, 1.0)) = 1.0
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 frag(v2f_img i) : COLOR
{
//Get the colors from the RenderTexture and the uv's
//from the v2f_img struct
fixed4 renderTex = tex2D(_MainTex, i.uv);
//Apply the Luminosity values to our render texture
float luminosity = 0.299 * renderTex.r + 0.587 * renderTex.g + 0.114 * renderTex.b;
fixed4 finalColor = lerp(renderTex, luminosity, _LuminosityAmount);
return finalColor;
}
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class ShaderTest : MonoBehaviour
{
#region Variables
public Shader curShader;
public float grayScaleAmount = 1.0f;
private Material curMaterial;
#endregion
#region Properties
public Material material {
get {
if (curMaterial == null) {
curMaterial = new Material(curShader);
curMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return curMaterial;
}
}
#endregion
// Use this for initialization
void Start () {
if (SystemInfo.supportsImageEffects == false) {
enabled = false;
return;
}
if (curShader != null && curShader.isSupported == false) {
enabled = false;
}
}
void OnRenderImage (RenderTexture sourceTexture, RenderTexture destTexture){
if (curShader != null) {
material.SetFloat("_LuminosityAmount", grayScaleAmount);
Graphics.Blit(sourceTexture, destTexture, material);
} else {
Graphics.Blit(sourceTexture, destTexture);
}
}
// Update is called once per frame
void Update () {
grayScaleAmount = Mathf.Clamp(grayScaleAmount, 0.0f, 1.0f);
}
void OnDisable () {
if (curMaterial != null) {
DestroyImmediate(curMaterial);
}
}
}
Shader "Custom/imageTest" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_LuminosityAmount ("GrayScale Amount", Range(0.0, 1.0)) = 1.0
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
fixed _LuminosityAmount;
fixed4 frag(v2f_img i) : COLOR
{
//Get the colors from the RenderTexture and the uv's
//from the v2f_img struct
fixed4 renderTex = tex2D(_MainTex, i.uv);
//Apply the Luminosity values to our render texture
float luminosity = 0.299 * renderTex.r + 0.587 * renderTex.g + 0.114 * renderTex.b;
fixed4 finalColor = lerp(renderTex, luminosity, _LuminosityAmount);
return finalColor;
}
ENDCG
}
}
FallBack "Diffuse"
}
---------by wolf96
原文:http://blog.csdn.net/wolf96/article/details/41683651