後処理を使用して GammaToLinner 変換を実行し、正しい効果を実現します。
URP の下のテクスチャ SRGB のチェックを外します。
後処理スクリプト
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class CameraFeature : ScriptableRendererFeature
{
public Material Material; //UniversalRenderPipelineAsset_Renderer 面板,设置材质
private MyVolumeFeaturePass myPass;
public override void Create()
{
myPass = new MyVolumeFeaturePass();
myPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(myPass);
myPass.SetValue(renderer.cameraColorTarget, Material); //传递摄像机图像,和材质,给Pass 处理
}
public class MyVolumeFeaturePass : ScriptableRenderPass
{
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in a performant manner.
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
}
private Material Material;//接受从Feature 面板设置的材质
private RenderTargetIdentifier source;//接受相机图像
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
//if (renderingData.cameraData.camera.name != "UIMainCamera")
//{
// return;
//}
//执行后处理
if (Material == null)
{
return;
}
CommandBuffer cmd = CommandBufferPool.Get();
//source //源图像
var dec = renderingData.cameraData.cameraTargetDescriptor; //目标图像
RenderTargetHandle tempTargetHandle = new RenderTargetHandle();
cmd.GetTemporaryRT(tempTargetHandle.id, dec);
cmd.Blit(source, tempTargetHandle.Identifier(), Material);
//核心命令CommandBuffer
cmd.Blit(tempTargetHandle.Identifier(), source); //相当于 Graphics.Blit
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public void SetValue(RenderTargetIdentifier source, Material material)
{
Material = material; //接受面板材质
this.source = source;
}
}
}
複数の後処理の問題
UI カメラが指定されていないため、すべてのカメラ画像が繰り返し変換されますが、GammaToLinner 変換には UI カメラのみを指定する必要があります (すべてのレンダリング後に画像に対して GammaToLinner 変換を実行することもできます)
Execute関数でカメラ名を公開し、それをパネルに記入することで指定されたカメラかどうかを判断し、後処理は行いません。
//判断是否是指定相机
if (renderingData.cameraData.camera.name != cameraName)
{
return;
}
Redner 機能パネルにカメラ名を入力します。
効果比較
完全なリファレンスコード
カメラ機能
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class CameraFeature : ScriptableRendererFeature
{
public Material Material; //UniversalRenderPipelineAsset_Renderer 面板,设置材质
private MyVolumeFeaturePass myPass;
public string CameraName="";
public override void Create()
{
myPass = new MyVolumeFeaturePass();
myPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(myPass);
myPass.SetValue(renderer.cameraColorTarget, Material, CameraName); //传递摄像机图像,和材质,给Pass 处理
}
public class MyVolumeFeaturePass : ScriptableRenderPass
{
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in a performant manner.
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
}
private Material material;//接受从Feature 面板设置的材质
private RenderTargetIdentifier source;//接受相机图像
private string cameraName;
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
//判断是否是指定相机
if (renderingData.cameraData.camera.name != cameraName)
{
return;
}
//执行后处理
if (material == null)
{
return;
}
CommandBuffer cmd = CommandBufferPool.Get();
//source //源图像
var dec = renderingData.cameraData.cameraTargetDescriptor; //目标图像
RenderTargetHandle tempTargetHandle = new RenderTargetHandle();
cmd.GetTemporaryRT(tempTargetHandle.id, dec);
cmd.Blit(source, tempTargetHandle.Identifier(), material);
//核心命令CommandBuffer
cmd.Blit(tempTargetHandle.Identifier(), source); //相当于 Graphics.Blit
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public void SetValue(RenderTargetIdentifier source, Material material, string cameraName)
{
this.material = material; //接受面板材质
this.source = source;
this.cameraName = cameraName;
}
}
}
PostGammaToLinner シェーダ
Amplify を使用して接続します (_MainTex が必要です)