// 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" GLSLPROGRAM uniform float _Saturation; uniform float _Contrast; VARYING vec2 texcoord; #ifdef VERTEX // Blit.hlsl 的 Vert:用 gl_VertexID 生成盖住全屏的大三角形(_BlitTexture、_BlitTexture_TexelSize 等在 Core.glsl 里声明) void main() { vec2 p = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2); texcoord = p * _BlitScaleBias.xy + _BlitScaleBias.zw; gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); } #endif #ifdef FRAGMENT //#region frag vec4 Frag() { vec4 color = texture(_BlitTexture, texcoord); // 饱和度:在“原色”与“同亮度的灰”之间插值,>1 时外插 = 更鲜艳 float luma = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722)); color.rgb = mix(vec3(luma), 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 float midGrey = 0.18; vec3 logC = log2(max(color.rgb, 1e-5) / midGrey); color.rgb = midGrey * exp2(logC * _Contrast); return color; } //#endregion void main() { fragColor = Frag(); } #endif ENDGLSL } } }