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June 7, 2016 08:32
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Correct color curves for camera in Unity3D
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using System; | |
using UnityEngine; | |
namespace UnityStandardAssets.ImageEffects | |
{ | |
[ExecuteInEditMode] | |
[AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (Curves, Saturation)")] | |
public class ColorCorrectionCurves : PostEffectsBase | |
{ | |
public enum ColorCorrectionMode | |
{ | |
Simple = 0, | |
Advanced = 1 | |
} | |
public AnimationCurve redChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); | |
public AnimationCurve greenChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); | |
public AnimationCurve blueChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); | |
public bool useDepthCorrection = false; | |
public AnimationCurve zCurve = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); | |
public AnimationCurve depthRedChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); | |
public AnimationCurve depthGreenChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); | |
public AnimationCurve depthBlueChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); | |
private Material ccMaterial; | |
private Material ccDepthMaterial; | |
private Material selectiveCcMaterial; | |
private Texture2D rgbChannelTex; | |
private Texture2D rgbDepthChannelTex; | |
private Texture2D zCurveTex; | |
public float saturation = 1.0f; | |
public bool selectiveCc = false; | |
public Color selectiveFromColor = Color.white; | |
public Color selectiveToColor = Color.white; | |
public ColorCorrectionMode mode; | |
public bool updateTextures = true; | |
public Shader colorCorrectionCurvesShader = null; | |
public Shader simpleColorCorrectionCurvesShader = null; | |
public Shader colorCorrectionSelectiveShader = null; | |
private bool updateTexturesOnStartup = true; | |
new void Start () | |
{ | |
base.Start (); | |
updateTexturesOnStartup = true; | |
} | |
void Awake () { } | |
public override bool CheckResources () | |
{ | |
CheckSupport (mode == ColorCorrectionMode.Advanced); | |
ccMaterial = CheckShaderAndCreateMaterial (simpleColorCorrectionCurvesShader, ccMaterial); | |
ccDepthMaterial = CheckShaderAndCreateMaterial (colorCorrectionCurvesShader, ccDepthMaterial); | |
selectiveCcMaterial = CheckShaderAndCreateMaterial (colorCorrectionSelectiveShader, selectiveCcMaterial); | |
if (!rgbChannelTex) | |
rgbChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); | |
if (!rgbDepthChannelTex) | |
rgbDepthChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); | |
if (!zCurveTex) | |
zCurveTex = new Texture2D (256, 1, TextureFormat.ARGB32, false, true); | |
rgbChannelTex.hideFlags = HideFlags.DontSave; | |
rgbDepthChannelTex.hideFlags = HideFlags.DontSave; | |
zCurveTex.hideFlags = HideFlags.DontSave; | |
rgbChannelTex.wrapMode = TextureWrapMode.Clamp; | |
rgbDepthChannelTex.wrapMode = TextureWrapMode.Clamp; | |
zCurveTex.wrapMode = TextureWrapMode.Clamp; | |
if (!isSupported) | |
ReportAutoDisable (); | |
return isSupported; | |
} | |
public void UpdateParameters () | |
{ | |
CheckResources(); // textures might not be created if we're tweaking UI while disabled | |
if (redChannel != null && greenChannel != null && blueChannel != null) | |
{ | |
for (float i = 0.0f; i <= 1.0f; i += 1.0f / 255.0f) | |
{ | |
float rCh = Mathf.Clamp (redChannel.Evaluate(i), 0.0f, 1.0f); | |
float gCh = Mathf.Clamp (greenChannel.Evaluate(i), 0.0f, 1.0f); | |
float bCh = Mathf.Clamp (blueChannel.Evaluate(i), 0.0f, 1.0f); | |
rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(rCh,rCh,rCh) ); | |
rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 1, new Color(gCh,gCh,gCh) ); | |
rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 2, new Color(bCh,bCh,bCh) ); | |
float zC = Mathf.Clamp (zCurve.Evaluate(i), 0.0f,1.0f); | |
zCurveTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(zC,zC,zC) ); | |
rCh = Mathf.Clamp (depthRedChannel.Evaluate(i), 0.0f,1.0f); | |
gCh = Mathf.Clamp (depthGreenChannel.Evaluate(i), 0.0f,1.0f); | |
bCh = Mathf.Clamp (depthBlueChannel.Evaluate(i), 0.0f,1.0f); | |
rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(rCh,rCh,rCh) ); | |
rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 1, new Color(gCh,gCh,gCh) ); | |
rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 2, new Color(bCh,bCh,bCh) ); | |
} | |
rgbChannelTex.Apply (); | |
rgbDepthChannelTex.Apply (); | |
zCurveTex.Apply (); | |
} | |
} | |
void UpdateTextures () | |
{ | |
UpdateParameters (); | |
} | |
void OnRenderImage (RenderTexture source, RenderTexture destination) | |
{ | |
if (CheckResources()==false) | |
{ | |
Graphics.Blit (source, destination); | |
return; | |
} | |
if (updateTexturesOnStartup) | |
{ | |
UpdateParameters (); | |
updateTexturesOnStartup = false; | |
} | |
if (useDepthCorrection) | |
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth; | |
RenderTexture renderTarget2Use = destination; | |
if (selectiveCc) | |
{ | |
renderTarget2Use = RenderTexture.GetTemporary (source.width, source.height); | |
} | |
if (useDepthCorrection) | |
{ | |
ccDepthMaterial.SetTexture ("_RgbTex", rgbChannelTex); | |
ccDepthMaterial.SetTexture ("_ZCurve", zCurveTex); | |
ccDepthMaterial.SetTexture ("_RgbDepthTex", rgbDepthChannelTex); | |
ccDepthMaterial.SetFloat ("_Saturation", saturation); | |
Graphics.Blit (source, renderTarget2Use, ccDepthMaterial); | |
} | |
else | |
{ | |
ccMaterial.SetTexture ("_RgbTex", rgbChannelTex); | |
ccMaterial.SetFloat ("_Saturation", saturation); | |
Graphics.Blit (source, renderTarget2Use, ccMaterial); | |
} | |
if (selectiveCc) | |
{ | |
selectiveCcMaterial.SetColor ("selColor", selectiveFromColor); | |
selectiveCcMaterial.SetColor ("targetColor", selectiveToColor); | |
Graphics.Blit (renderTarget2Use, destination, selectiveCcMaterial); | |
RenderTexture.ReleaseTemporary (renderTarget2Use); | |
} | |
} | |
} | |
} |
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