【从UnityURP开始探索游戏渲染】专栏-直达
ChannelMixer是Unity URP后处理系统中用于颜色通道混合的核心效果组件,主要用于调整RGB通道的混合比例以实现特定的色彩分级效果。其发展历史可追溯至影视行业的传统调色技术,后被整合到Unity的Post Processing Stack中,并随着URP的演进成为Volume框架下的标准化模块
核心功能与参数
通道混合原理
通过修改输入颜色通道(Red/Green/Blue)对输出通道的贡献权重,实现如单色保留、色调偏移等效果。例如增加绿色通道对红色输出的影响会使绿色区域偏红。
ChannelMixer在Unity URP后处理中的底层原理基于颜色通道的线性代数变换,通过对RGB通道的权重矩阵运算实现色彩重构.
输出通道 = (R × R权重) + (G × G权重) + (B × B权重) + 常数偏移
该计算在片元着色器中逐像素执行,通过矩阵乘法实现颜色空间转换.
数学原理分解
- 通道变换矩阵
- 每个输出通道由3×4变换矩阵控制(包含常数项),例如红色输出通道计算为:
- $R_{out}=R_{in}\times M_{00}+G_{in}\times M_{01}+B_{in}\times M_{02}+M_{03}$
- 其中M_03为常数偏移量。
- 亮度保持机制
- 当启用Preserve Luminosity时,系统会自动归一化权重系数,确保满足:
- $M_{00}+M_{01}+M_{02}=1.0$
- 防止画面过曝或欠曝
URP实现示例 关键实现解析
- 矩阵运算阶段
片元着色器通过dot(col.rgb, _RedOut.xyz)实现向量点乘,等效于矩阵乘法。例如设置_RedOut=(0.5,0.3,0.2)时,新红色通道值为原RGB通道的50%+30%+20%混合。
- 动态参数传递
URP通过Volume组件将参数打包为Vector4(xyz为RGB权重,w为常数偏移),每帧更新至Shader。例如电影级调色常用配置:- csharp
- _RedOut = new Vector4(0.8f, 0.1f, 0.1f, 0);// 强化红色主基调
- _GreenOut = new Vector4(0f, 1.2f, -0.2f, 0);// 增强绿色并抑制蓝色
复制代码 - 后处理管线集成
RendererFeature在BeforeRenderingPostProcessing事件点插入通道混合操作,通过双次Blit避免直接修改源纹理。临时渲染目标_TempChannelMixerTexture确保混合过程可逆.
- ChannelMixer.shader
- Shader "PostProcessing/ChannelMixer" {
- Properties {
- _MainTex ("Texture", 2D) = "white" {}
- _RedOut ("Red Output", Vector) = (1,0,0,0)
- _GreenOut ("Green Output", Vector) = (0,1,0,0)
- _BlueOut ("Blue Output", Vector) = (0,0,1,0)
- }
- SubShader {
- HLSLPROGRAM
- #pragma only_renderers d3d11
- #pragma exclude_renderers gles
- #pragma target 5.0
- #pragma multi_compile_postprocess
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PostProcessing.hlsl"
- TEXTURE2D(_MainTex);
- SAMPLER(sampler_MainTex);
- float4 _RedOut;
- float4 _GreenOut;
- float4 _BlueOut;
- struct v2f {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert(appdata v) {
- v2f o;
- o.vertex = TransformWorldToClipPos(v.vertex);
- o.uv = v.uv;
- return o;
- }
- float4 frag(v2f i) : SV_Target {
- float4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
- float3 result;
- result.r = dot(col.rgb, _RedOut.xyz) + _RedOut.w;
- result.g = dot(col.rgb, _GreenOut.xyz) + _GreenOut.w;
- result.b = dot(col.rgb, _BlueOut.xyz) + _BlueOut.w;
- return float4(result, col.a);
- }
- ENDHLSL
- }
- }
复制代码 - ChannelMixerRendererFeature.cs
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- public class ChannelMixerRendererFeature : ScriptableRendererFeature {
- class CustomRenderPass : ScriptableRenderPass {
- Material _material;
- RenderTargetHandle _tempTexture;
- public CustomRenderPass(Material material) {
- _material = material;
- _tempTexture.Init("_TempChannelMixerTexture");
- }
- public override void Execute(ScriptableRenderContext context, ref RenderingData data) {
- CommandBuffer cmd = CommandBufferPool.Get("Channel Mixer");
- RenderTextureDescriptor desc = data.cameraData.cameraTargetDescriptor;
- cmd.GetTemporaryRT(_tempTexture.id, desc);
- Blit(cmd, source: "_CameraColorTexture", dest: _tempTexture.id, _material);
- Blit(cmd, source: _tempTexture.id, dest: "_CameraColorTexture");
- cmd.ReleaseTemporaryRT(_tempTexture.id);
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- }
- [System.Serializable]
- public class Settings {
- public Material material;
- }
- public Settings settings = new Settings();
- CustomRenderPass _scriptablePass;
- public override void Create() {
- _scriptablePass = new CustomRenderPass(settings.material);
- _scriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
- }
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data) {
- renderer.EnqueuePass(_scriptablePass);
- }
- }
复制代码 参数说明
- Output Channel:选择要调整的目标通道(Red/Green/Blue)
- Red/Green/Blue Contribution:各输入通道对当前输出通道的影响权重(范围-2到2)
- Preserve Luminosity:保持整体亮度不变,避免过度曝光。
实现流程示例
ChannelMixerExample.cs
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- public class ChannelMixerExample : VolumeComponent, IPostProcessComponent {
- public Vector3Parameter redOut = new(new Vector3(1, 0, 0));
- public Vector3Parameter greenOut = new(new Vector3(0, 1, 0));
- public Vector3Parameter blueOut = new(new Vector3(0, 0, 1));
- public bool IsActive() => true;
- public bool IsTileCompatible() => false;
- }
复制代码 ChannelMixerRenderPass.cs
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- public class ChannelMixerRenderPass : ScriptableRenderPass {
- private Material _material;
- private ChannelMixerExample _volume;
- public override void Execute(ScriptableRenderContext context, ref RenderingData data) {
- _volume = VolumeManager.instance.stack.GetComponent<ChannelMixerExample>();
- if (_volume == null) return;
- var cmd = CommandBufferPool.Get("ChannelMixer");
- _material.SetVector("_RedOut", _volume.redOut.value);
- _material.SetVector("_GreenOut", _volume.greenOut.value);
- _material.SetVector("_BlueOut", _volume.blueOut.value);
- Blit(cmd, ref data, _material, 0);
- context.ExecuteCommandBuffer(cmd);
- }
- }
复制代码 实际应用案例
电影感调色
将蓝色通道注入红色输出(如设置RedOut为(0.8, 0, 0.2)),可创造类似《黑客帝国》的青色阴影效果。
风格化渲染
通过反转绿色通道贡献(GreenOut设为(-0.5, 1, 0)),实现赛博朋克风格的色彩偏移。
黑白滤镜
统一各通道权重(如RedOut=(0.3,0.6,0.1))可生成高质量灰度图像,比直接去饱和度更可控。
胶片模拟
- 设置BlueOut=(0,0,0.9,0.1)使蓝色通道轻微压缩,模拟柯达胶片特性
色盲辅助
- 将红色通道注入绿色输出(GreenOut=(0.5,0.5,0,0))提升红绿色盲辨识度
风格化渲染
- 负值权重创造互补色效果,如RedOut=(1, -0.2, 0, 0)产生赛博朋克色调
操作步骤
- 在Volume中添加Channel Mixer效果
- 调整目标通道的RGB权重三角滑块
- 启用Preserve Luminosity避免过曝
该技术现已成为URP标准管线的一部分,通过Volume系统实现非破坏性调整,比传统Shader方案更易集成到美术工作流中
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【从UnityURP开始探索游戏渲染】专栏-直达
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