源码 / Ch26/Saturation.shader
Ch26/Saturation.shader
// 案例 26.1:饱和度 / 对比度。 Shader "Cookbook/Ch26/Saturation" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } ZTest Always ZWrite Off Cull Off Pass { Name "Saturation" HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" float _Saturation; float _Contrast; half4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, input.texcoord); // 饱和度:在“原色”与“同亮度的灰”之间插值,>1 时外插 = 更鲜艳 half luma = dot(color.rgb, half3(0.2126, 0.7152, 0.0722)); color.rgb = lerp(luma.xxx, color.rgb, _Saturation); // 对比度:在 log2 空间以中灰为支点缩放,HDR 亮部不会被直接截断 const half midGrey = 0.18; half3 logC = log2(max(color.rgb, 1e-5) / midGrey); color.rgb = midGrey * exp2(logC * _Contrast); return color; } ENDHLSL } } }