unity HDRP渲染管线下修改EmissiveIntensity属性

public void UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(Material material, float intensity)
    {
        const string kEmissiveColorLDR = "_EmissiveColorLDR";
        const string kEmissiveColor = "_EmissiveColor";
        const string kEmissiveIntensity = "_EmissiveIntensity";

        if (material.HasProperty(kEmissiveColorLDR) && material.HasProperty(kEmissiveIntensity) && material.HasProperty(kEmissiveColor))
        {
            //重要:kEmissiveColorLDR的颜色选择器是LDR并且是在sRGB颜色空间中,但是Unity不会在颜色中执行任何颜色空间转换
            //只有在将颜色数据发送到着色器时才进行选择…因此,当我们在c#中进行自己的计算时,我们必须自己完成转换
            Color emissiveColorLDR = material.GetColor(kEmissiveColorLDR);
            Color emissiveColorLDRLinear = new Color(Mathf.GammaToLinearSpace(emissiveColorLDR.r), Mathf.GammaToLinearSpace(emissiveColorLDR.g), Mathf.GammaToLinearSpace(emissiveColorLDR.b));
            material.SetColor(kEmissiveColor, emissiveColorLDRLinear * intensity);
        }
    }

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转载自blog.csdn.net/qq_38062606/article/details/129105389