Problem description: The art uses PS to design the UI diagram in Gamma space and imports it into Unity. Because Unity uses linear space, the translucent UI effect is inconsistent with the art design.
solution:
(1) Let art work in linear space
(2) Use custom Shader to process translucent UI in Unity
Gamma space calculation formula in PS: color = A.rgb*A.alpha + B.rgb*(1-A.alpha)
Unity is a linear space, the picture does not check sRGB, the picture is in the Gamma space, the idea is to switch to the Gamma space for alpha blending, and then switch back to the linear space to return the result. (There may be something wrong with the shader, so record it first and change it later)
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "UI/DefaultExt"
{
Properties
{
[Toggle(_True)] _IsGamma ("IsGamma", Float) = 1
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.color = v.color * _Color;
return OUT;
}
// inline half3 GammaToLinearSpace (half3 sRGB)
// {
// // Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
// return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h); // Precise version, useful for debugging.
// //return half3(GammaToLinearSpaceExact(sRGB.r), GammaToLinearSpaceExact(sRGB.g), GammaToLinearSpaceExact(sRGB.b));
// }
half3 LinearToGammaSpace3(half3 col)
{
col.r = LinearToGammaSpaceExact(col.r);
col.g = LinearToGammaSpaceExact(col.g);
col.b = LinearToGammaSpaceExact(col.b);
return col;
}
half3 GammaToLinearSpace3(half3 col)
{
col.r = GammaToLinearSpaceExact(col.r);
col.g = GammaToLinearSpaceExact(col.g);
col.b = GammaToLinearSpaceExact(col.b);
return col;
}
float _IsGamma;
fixed4 frag(v2f IN) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb *= color.a;
if (_IsGamma != 1)
{
color.rgb = GammaToLinearSpace(color.rgb);
// color.rgb = GammaToLinearSpace3(color.rgb);
// color.a = pow(color.a, 0.45);
color.a = LinearToGammaSpaceExact(color.a);
}
return color;
}
ENDCG
}
}
}
reference:
Gamma, Linear, sRGB and Unity Color Space, do you really understand it? - Know almost
Unity’s color space management and conversion - Zhihu
Problems with Unity linear space UI_unity linear space_zhjzhjxzhl's blog-CSDN blog