【URP】Unity[后處理]通道混合ChannelMixer
【從UnityURP開始探索游戲渲染】專欄-直達(dá)
ChannelMixer是Unity URP后處理系統(tǒng)中用于顏色通道混合的核心效果組件,主要用于調(diào)整RGB通道的混合比例以實(shí)現(xiàn)特定的色彩分級效果。其發(fā)展歷史可追溯至影視行業(yè)的傳統(tǒng)調(diào)色技術(shù),后被整合到Unity的Post Processing Stack中,并隨著URP的演進(jìn)成為Volume框架下的標(biāo)準(zhǔn)化模塊
核心功能與參數(shù)
?通道混合原理?
通過修改輸入顏色通道(Red/Green/Blue)對輸出通道的貢獻(xiàn)權(quán)重,實(shí)現(xiàn)如單色保留、色調(diào)偏移等效果。例如增加綠色通道對紅色輸出的影響會(huì)使綠色區(qū)域偏紅。
ChannelMixer在Unity URP后處理中的底層原理基于顏色通道的線性代數(shù)變換,通過對RGB通道的權(quán)重矩陣運(yùn)算實(shí)現(xiàn)色彩重構(gòu).
輸出通道 = (R × R權(quán)重) + (G × G權(quán)重) + (B × B權(quán)重) + 常數(shù)偏移
該計(jì)算在片元著色器中逐像素執(zhí)行,通過矩陣乘法實(shí)現(xiàn)顏色空間轉(zhuǎn)換.
數(shù)學(xué)原理分解
- ?通道變換矩陣
- 每個(gè)輸出通道由3×4變換矩陣控制(包含常數(shù)項(xiàng)),例如紅色輸出通道計(jì)算為:
- $R_{out}=R_{in}\times M_{00}+G_{in}\times M_{01}+B_{in}\times M_{02}+M_{03}$
- 其中M_03為常數(shù)偏移量。
- ?亮度保持機(jī)制?
- 當(dāng)啟用Preserve Luminosity時(shí),系統(tǒng)會(huì)自動(dòng)歸一化權(quán)重系數(shù),確保滿足:
- $M_{00}+M_{01}+M_{02}=1.0$
- 防止畫面過曝或欠曝
URP實(shí)現(xiàn)示例 關(guān)鍵實(shí)現(xiàn)解析
-
?矩陣運(yùn)算階段?
片元著色器通過
dot(col.rgb, _RedOut.xyz)實(shí)現(xiàn)向量點(diǎn)乘,等效于矩陣乘法。例如設(shè)置_RedOut=(0.5,0.3,0.2)時(shí),新紅色通道值為原RGB通道的50%+30%+20%混合。 -
?動(dòng)態(tài)參數(shù)傳遞?
URP通過Volume組件將參數(shù)打包為Vector4(xyz為RGB權(quán)重,w為常數(shù)偏移),每幀更新至Shader。例如電影級調(diào)色常用配置:
csharp _RedOut = new Vector4(0.8f, 0.1f, 0.1f, 0);// 強(qiáng)化紅色主基調(diào) _GreenOut = new Vector4(0f, 1.2f, -0.2f, 0);// 增強(qiáng)綠色并抑制藍(lán)色 -
?后處理管線集成?
RendererFeature在
BeforeRenderingPostProcessing事件點(diǎn)插入通道混合操作,通過雙次Blit避免直接修改源紋理。臨時(shí)渲染目標(biāo)_TempChannelMixerTexture確保混合過程可逆. -
ChannelMixer.shader
Shader "PostProcessing/ChannelMixer" { Properties { _MainTex ("Texture", 2D) = "white" {} _RedOut ("Red Output", Vector) = (1,0,0,0) _GreenOut ("Green Output", Vector) = (0,1,0,0) _BlueOut ("Blue Output", Vector) = (0,0,1,0) } SubShader { HLSLPROGRAM #pragma only_renderers d3d11 #pragma exclude_renderers gles #pragma target 5.0 #pragma multi_compile_postprocess #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PostProcessing.hlsl" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _RedOut; float4 _GreenOut; float4 _BlueOut; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = TransformWorldToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag(v2f i) : SV_Target { float4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); float3 result; result.r = dot(col.rgb, _RedOut.xyz) + _RedOut.w; result.g = dot(col.rgb, _GreenOut.xyz) + _GreenOut.w; result.b = dot(col.rgb, _BlueOut.xyz) + _BlueOut.w; return float4(result, col.a); } ENDHLSL } } -
ChannelMixerRendererFeature.cs
using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; public class ChannelMixerRendererFeature : ScriptableRendererFeature { class CustomRenderPass : ScriptableRenderPass { Material _material; RenderTargetHandle _tempTexture; public CustomRenderPass(Material material) { _material = material; _tempTexture.Init("_TempChannelMixerTexture"); } public override void Execute(ScriptableRenderContext context, ref RenderingData data) { CommandBuffer cmd = CommandBufferPool.Get("Channel Mixer"); RenderTextureDescriptor desc = data.cameraData.cameraTargetDescriptor; cmd.GetTemporaryRT(_tempTexture.id, desc); Blit(cmd, source: "_CameraColorTexture", dest: _tempTexture.id, _material); Blit(cmd, source: _tempTexture.id, dest: "_CameraColorTexture"); cmd.ReleaseTemporaryRT(_tempTexture.id); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } [System.Serializable] public class Settings { public Material material; } public Settings settings = new Settings(); CustomRenderPass _scriptablePass; public override void Create() { _scriptablePass = new CustomRenderPass(settings.material); _scriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data) { renderer.EnqueuePass(_scriptablePass); } }
?參數(shù)說明?
- ?Output Channel?:選擇要調(diào)整的目標(biāo)通道(Red/Green/Blue)
- ?Red/Green/Blue Contribution?:各輸入通道對當(dāng)前輸出通道的影響權(quán)重(范圍-2到2)
- ?Preserve Luminosity?:保持整體亮度不變,避免過度曝光。
實(shí)現(xiàn)流程示例
ChannelMixerExample.cs
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class ChannelMixerExample : VolumeComponent, IPostProcessComponent {
public Vector3Parameter redOut = new(new Vector3(1, 0, 0));
public Vector3Parameter greenOut = new(new Vector3(0, 1, 0));
public Vector3Parameter blueOut = new(new Vector3(0, 0, 1));
public bool IsActive() => true;
public bool IsTileCompatible() => false;
}
ChannelMixerRenderPass.cs
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class ChannelMixerRenderPass : ScriptableRenderPass {
private Material _material;
private ChannelMixerExample _volume;
public override void Execute(ScriptableRenderContext context, ref RenderingData data) {
_volume = VolumeManager.instance.stack.GetComponent<ChannelMixerExample>();
if (_volume == null) return;
var cmd = CommandBufferPool.Get("ChannelMixer");
_material.SetVector("_RedOut", _volume.redOut.value);
_material.SetVector("_GreenOut", _volume.greenOut.value);
_material.SetVector("_BlueOut", _volume.blueOut.value);
Blit(cmd, ref data, _material, 0);
context.ExecuteCommandBuffer(cmd);
}
}
實(shí)際應(yīng)用案例
?電影感調(diào)色?
將藍(lán)色通道注入紅色輸出(如設(shè)置RedOut為(0.8, 0, 0.2)),可創(chuàng)造類似《黑客帝國》的青色陰影效果。
?風(fēng)格化渲染?
通過反轉(zhuǎn)綠色通道貢獻(xiàn)(GreenOut設(shè)為(-0.5, 1, 0)),實(shí)現(xiàn)賽博朋克風(fēng)格的色彩偏移。
?黑白濾鏡?
統(tǒng)一各通道權(quán)重(如RedOut=(0.3,0.6,0.1))可生成高質(zhì)量灰度圖像,比直接去飽和度更可控。
膠片模擬?
- 設(shè)置
BlueOut=(0,0,0.9,0.1)使藍(lán)色通道輕微壓縮,模擬柯達(dá)膠片特性
?色盲輔助?
- 將紅色通道注入綠色輸出(
GreenOut=(0.5,0.5,0,0))提升紅綠色盲辨識(shí)度
?風(fēng)格化渲染?
- 負(fù)值權(quán)重創(chuàng)造互補(bǔ)色效果,如
RedOut=(1, -0.2, 0, 0)產(chǎn)生賽博朋克色調(diào)
操作步驟
- 在Volume中添加Channel Mixer效果
- 調(diào)整目標(biāo)通道的RGB權(quán)重三角滑塊
- 啟用Preserve Luminosity避免過曝
該技術(shù)現(xiàn)已成為URP標(biāo)準(zhǔn)管線的一部分,通過Volume系統(tǒng)實(shí)現(xiàn)非破壞性調(diào)整,比傳統(tǒng)Shader方案更易集成到美術(shù)工作流中
【從UnityURP開始探索游戲渲染】專欄-直達(dá)
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ChannelMixer是Unity URP后處理系統(tǒng)中用于顏色通道混合的核心效果組件,主要用于調(diào)整RGB通道的混合比例以實(shí)現(xiàn)特定的色彩分級效果。其發(fā)展歷史可追溯至影視行業(yè)的傳統(tǒng)調(diào)色技術(shù),后被整合到U
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