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之前写过一篇: Gamma Correction/Gamma校正/灰度校正/亮度校正 - 部分 DCC 中的线性工作流配置,此文,自己修修改改不下于 50次,因为以前很多概念模糊
如果发现还有错误,请指出来,谢谢
处理H5使用 WEB GL 1.0 的问题
因为项目要移植到 H5 WEB GL 1.0 的 graphics api
而因为我们之前的项目配置,使用的是 color space : linear
然后在H5平台中,如果使用 linear 的话,unity 会提示,只支持 WEB GL 2.0
而WEB GL 2.0 无论是 unity,微信,还是 浏览器,都是处于 BETA 阶段
甚至iOS或是 mac 下,直接不支持 (因为苹果要推他的 web metal,但是以前的 web gl 1.0 他是支持的)
因此为了设备兼容率,我们只能将 linear 转为 gamma
但是颜色空间不同的话,其实最大差异就是 sRGB 贴图颜色 和 最后后处理的 gamma校正 的处理
还有比较隐蔽的一些颜色相关的常量值 (比如PBR中的 绝缘体的 F0 常量值,等等)
还有灯光颜色,材质颜色,等
unity : 2020.3.37f1
pipeline : BRP
正常 Linear space 和 gamma space 下渲染差异如下:
如下图,我目前对比了 linear 和 gamma 下的渲染区别
并且在 gamma space 下,尽可能的还原了 linear space 的效果
其中人物的衣服渲染算是还原了
这里头还有很多需要还原的:
下面是又是后续处理了皮肤
还有头发之后的 (头发没有处理完整,因为使用 ASE 连连看练出来的,使用 surface shader,虽然可以生成一下 vert, frag 的方式在修改,但是我懒得去修改了,这样就是 PBR 的 BRDF 里面的部分曲线是不一样的,所以可以看到头发有一些差异)
(剩下一些: cubemap 的贴图部分没有没有还原,这部分后续再想想方案)
在 AssetPostProcessor 中的 OnPostProcessTexture 回调用处理 Texture2D 的资源
其中 Texture2D 只包含, Texture2D, Sprite 的回调处理
注意:如果是 Cubemap 的纹理,unity是不会回调进这个函数的
而且 cubemap 的问题,我一直没想好怎么处理
还要注意,如果实现了预处理贴图,就不要在 shader runtime 对 sample 后的颜色贴图做 sRGB 2 Linear 了
private static void GammaSpace_Non_HDR_TexPP_Handler(Texture2D texture) { for (int mipmapIDX = 0; mipmapIDX < texture.mipmapCount; mipmapIDX++) { Color[] c = texture.GetPixels(mipmapIDX); for (int i = 0; i < c.Length; i++) { c[i] = c[i].linear; } texture.SetPixels(c, mipmapIDX); } } private static bool NeedToRemoveGammaCorrect(string assetPath) { TextureImporter ti = AssetImporter.GetAtPath(assetPath) as TextureImporter; return NeedToRemoveGammaCorrect(ti); } // jave.lin : 是否需要删除 gamma correct private static bool NeedToRemoveGammaCorrect(TextureImporter ti) { if (ti == null) return false; // jave.lin : 没开启 if (PlayerPrefs.GetInt("Enabled_GammaSpaceTexPP", 0) == 0) return false; // jave.lin : linear color space 下不处理,gamma color space 下才处理 if (QualitySettings.activeColorSpace == ColorSpace.Linear) return false; // jave.lin : 原来 linear 下,不是 sRGB 不用处理 if (ti.sRGBTexture == false) return false; return true; } private void OnPostprocessTexture(Texture2D texture) { Debug.Log($"OnPostprocessTexture.assetPath:{assetPath}"); if (NeedToRemoveGammaCorrect(assetPath)) { GammaSpace_Non_HDR_TexPP_Handler(texture); } }
代码太多,我只罗列出关键要修改的 PBR 着色的地方要修改的地方
注意:如果使用了 OnPostProcessTexture 实现 sRGB 2 Linear 编码 的预处理,就不要处理 shader runtime 里面的 sample 后的 COLOR_TRANS 或是 CHANGED_COLOR 处理
#ifndef __CUSTOM_COLOR_SPACE_VARS_H__ #define __CUSTOM_COLOR_SPACE_VARS_H__ // jave.lin 2024/01/17 // custom the color space const & vars #define unity_ColorSpaceGrey1 fixed4(0.214041144, 0.214041144, 0.214041144, 0.5) #define unity_ColorSpaceDouble1 fixed4(4.59479380, 4.59479380, 4.59479380, 2.0) #define unity_ColorSpaceDielectricSpec1 half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%) #define unity_ColorSpaceLuminance1 half4(0.0396819152, 0.458021790, 0.00609653955, 1.0) // Legacy: alpha is set to 1.0 to specify linear mode #if defined(UNITY_COLORSPACE_GAMMA) && defined(_RECOVERY_LINEAR_IN_GAMMA) // jave.lin : force using linear effect #define __FORCE_LINEAR_EFFECT__ #endif #ifdef __FORCE_LINEAR_EFFECT__ // sRGB to Linear #define COLOR_TRANS(col) pow(col, 2.2) #define CHANGED_COLOR(col) (col = pow(col, 2.2)); // const defines #define GREY_COLOR (unity_ColorSpaceGrey1) #define DOUBLE_COLOR (unity_ColorSpaceDouble1) #define DIELECTRIC_SPEC_COLOR (unity_ColorSpaceDielectricSpec1) #define LUMINANCE_COLOR (unity_ColorSpaceLuminance1) #else // sRGB to Linear #define COLOR_TRANS(col) (col) #define CHANGED_COLOR(col) // const defines - gamma space #define GREY_COLOR (unity_ColorSpaceGrey) #define DOUBLE_COLOR (unity_ColorSpaceDouble) #define DIELECTRIC_SPEC_COLOR (unity_ColorSpaceDielectricSpec) #define LUMINANCE_COLOR (unity_ColorSpaceLuminance) #endif #endif
#define _RECOVERY_LINEAR_IN_GAMMA
half4 Albedo1(float4 texcoords)
{
//return _Color * tex2D(_MainTex, texcoords.xy);
//return _Color * tex2Dbias(_MainTex, float4(texcoords.xy, 0.0, UNITY_ACCESS_INSTANCED_PROP(Props, _MainTex_mipmapBias)));
half4 __color = _Color; // jave.lin : if this color is HDR color, unnesscessory to do sRGB to Linear
half4 __tex_color = tex2D(_MainTex, texcoords.xy);
//CHANGED_COLOR(__color.rgb)
CHANGED_COLOR(__tex_color.rgb)
return __color * __tex_color;
}
UnityLight mainLight = MainLight();
CHANGED_COLOR(mainLight.color.rgb) // jave.lin : gamma correct light color
使用我们自己定义的 DIELECTRIC_SPEC_COLOR
inline half OneMinusReflectivityFromMetallic1(half metallic) { // We'll need oneMinusReflectivity, so // 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic) // store (1-dielectricSpec) in DIELECTRIC_SPEC_COLOR.a, then // 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) = // = alpha - metallic * alpha half oneMinusDielectricSpec = DIELECTRIC_SPEC_COLOR.a; return oneMinusDielectricSpec - metallic * oneMinusDielectricSpec; } inline half3 DiffuseAndSpecularFromMetallic1(half3 albedo, half metallic, out half3 specColor, out half oneMinusReflectivity) { specColor = lerp(DIELECTRIC_SPEC_COLOR.rgb, albedo, metallic); oneMinusReflectivity = OneMinusReflectivityFromMetallic1(metallic); return albedo * oneMinusReflectivity; } FragmentCommonData1 MetallicSetup1(half3 albedo, fixed2 metallicGloss) { half metallic = metallicGloss.x; half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m. half oneMinusReflectivity; half3 specColor; // half3 diffColor = DiffuseAndSpecularFromMetallic(Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); half3 diffColor = DiffuseAndSpecularFromMetallic1(albedo, metallic, /*out*/specColor, /*out*/oneMinusReflectivity); FragmentCommonData1 o = (FragmentCommonData1) 0; o.diffColor = diffColor; o.specColor = specColor; o.oneMinusReflectivity = oneMinusReflectivity; o.smoothness = smoothness; return o; }
注释掉下面代码
//#ifdef UNITY_COLORSPACE_GAMMA
// specularTerm = sqrt(max(1e-4h, specularTerm)); // jave.lin : if you want to recovery linear result in gamma space, don't do this one
//#endif
// jave.lin : emission
half3 emission_col = Emission(i.tex.xy);
CHANGED_COLOR(emission_col.rgb)
c.rgb += emission_col.rgb;
CHANGED_COLOR(unity_FogColor.rgb)
UNITY_EXTRACT_FOG_FROM_EYE_VEC(i);
UNITY_APPLY_FOG(_unity_fogCoord, c.rgb);
return OutputForward(c, s.alpha);
csharp monobehaviour 如下
// jave.lin : 2024/01/08 // testing linear to gamma (linear to srgb) using UnityEngine; [ExecuteInEditMode] public class LinearToGammaPP : MonoBehaviour { public Color backgroundColor; public Shader shader; private Material material; private Camera cam; private bool InLinearColorSpace() { return QualitySettings.activeColorSpace == ColorSpace.Linear; } private void OnRenderImage(RenderTexture source, RenderTexture destination) { if(cam == null) cam = GetComponent<Camera>(); cam.backgroundColor = InLinearColorSpace() ? backgroundColor : backgroundColor.linear; if (InLinearColorSpace()) { Graphics.Blit(source, destination); return; } if (material == null) { material = new Material(shader); } Graphics.Blit(source, destination, material); } private void OnDestroy() { if(material != null) { if (Application.isPlaying) Object.Destroy(material); else Object.DestroyImmediate(material); } } }
shader 如下
// jave.lin 2024/01/08 postprocess for linear 2 sRGB Shader "Hidden/LinearToGamma" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); #if defined(UNITY_COLORSPACE_GAMMA) col.rgb = pow(col.rgb, 1.0/2.2); //col.rgb = pow(col.rgb, 2.2); #endif return col; } ENDCG } } }
处理要点里面,我提过:“也可以在预处理阶段处理所有材质里面的所有 color 遍历处理(工具化)”
但是要注意:如果shadering 里面对上线材质传递的颜色参数,二次修改为 pow(color, 2.2) 的值,这种方式,虽然渲染能成功,但是对于要记住 shader 中,哪些颜色参数是预处理过的,是需要维护成本的
因此不建议使用,但是如果你想要优化极致性能,那么可以考虑使用这种方式,代码如下:
// jave.lin 2024/01/08 // 將所有的SRGB color 转到 linear 下 using System.Collections.Generic; using UnityEditor; using UnityEngine; public class MaterialSrgbToLinearTool { //[MenuItem("Tools/TestBuildAB")] //public static void TestBuildAB() //{ // var bundles = new AssetBundleBuild[1]; // bundles[0] = new AssetBundleBuild // { // assetBundleName = "sg_noise_ccs_124.jpg", // assetNames = new string[] { "Assets/Art/Effects/Textures/Textures/sg_noise_ccs_124.jpg" } // }; // BuildPipeline.BuildAssetBundles("Bundle", bundles, BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.Android); //} //public static void SelectedSrgbImageToLinearImage() //{ // foreach (string guid in Selection.assetGUIDs) // { // string assetPath = AssetDatabase.GUIDToAssetPath(guid); // TextureImporter ti = AssetImporter.GetAtPath(assetPath) as TextureImporter; // if (ti == null) // continue; // if (ti.sRGBTexture == false) // continue; // } //} public const string TransformedLabel = "AllColorProp_Has_sRGB2Linear"; public static List<string> label_list_helper = new List<string>(); private static bool HandleSingleMatRes_sRGB2Linear(Material mat) { try { // method 1 : iterating all color props values //SerializedObject serializedObject = new SerializedObject(mat); //SerializedProperty prop = serializedObject.GetIterator(); //while (prop.NextVisible(true)) //{ // if (prop.propertyType == SerializedPropertyType.Color) // { // Color colorValue = prop.colorValue; // Debug.Log("Color property " + prop.name + " value: " + colorValue); // } //} // method 2 : iterating m_SavedProperties/m_Colors props values var so = new SerializedObject(mat); var sp = so.FindProperty("m_SavedProperties"); for (int j = 0; j < sp.FindPropertyRelative("m_Colors").arraySize; j++) { var elementProp = sp.FindPropertyRelative("m_Colors").GetArrayElementAtIndex(j); var fistElement = elementProp.FindPropertyRelative("first"); var secondElement = elementProp.FindPropertyRelative("second"); //Debug.Log($"{fistElement.stringValue}, r:{secondElement.colorValue.r},g:{secondElement.colorValue.g},b:{secondElement.colorValue.b},a:{secondElement.colorValue.a}"); var col = secondElement.colorValue; float maxComponent = Mathf.Max(col.r, col.g, col.b); if (maxComponent > 1.0f) { // hdr //Debug.Log($"maxComponent: {maxComponent}"); Debug.Log($"{fistElement.stringValue} is HDR color."); float npot = Mathf.Max(Mathf.NextPowerOfTwo((int)maxComponent), 1.0f); //Debug.Log($"npot: {npot}"); Color linearColor = new Color(col.r / npot, col.g / npot, col.b / npot, col.a).linear; //Debug.Log($"linearColor: {linearColor}"); secondElement.colorValue = linearColor * new Color(npot, npot, npot, 1.0f); //Debug.Log($"finalColor: {secondElement.colorValue}"); } else { // ldr secondElement.colorValue = secondElement.colorValue.linear; } } so.ApplyModifiedPropertiesWithoutUndo(); return true; } catch (System.Exception er) { Debug.LogError(er); return false; } } private static bool HandleSingleMatRes_Recovery_sRGB2Linear(Material mat) { try { // method 1 : iterating all color props values //SerializedObject serializedObject = new SerializedObject(mat); //SerializedProperty prop = serializedObject.GetIterator(); //while (prop.NextVisible(true)) //{ // if (prop.propertyType == SerializedPropertyType.Color) // { // Color colorValue = prop.colorValue; // Debug.Log("Color property " + prop.name + " value: " + colorValue); // } //} // method 2 : iterating m_SavedProperties/m_Colors props values var so = new SerializedObject(mat); var sp = so.FindProperty("m_SavedProperties"); for (int j = 0; j < sp.FindPropertyRelative("m_Colors").arraySize; j++) { var elementProp = sp.FindPropertyRelative("m_Colors").GetArrayElementAtIndex(j); var fistElement = elementProp.FindPropertyRelative("first"); var secondElement = elementProp.FindPropertyRelative("second"); //Debug.Log($"{fistElement.stringValue}, r:{secondElement.colorValue.r},g:{secondElement.colorValue.g},b:{secondElement.colorValue.b},a:{secondElement.colorValue.a}"); var col = secondElement.colorValue; float maxComponent = Mathf.Max(col.r, col.g, col.b); if (maxComponent > 1.0f) { // hdr //Debug.Log($"maxComponent: {maxComponent}"); Debug.Log($"{fistElement.stringValue} is HDR color."); float npot = Mathf.Max(Mathf.NextPowerOfTwo((int)maxComponent), 1.0f); //Debug.Log($"npot: {npot}"); Color linearColor = new Color(col.r / npot, col.g / npot, col.b / npot, col.a).gamma; //Debug.Log($"linearColor: {linearColor}"); secondElement.colorValue = linearColor * new Color(npot, npot, npot, 1.0f); //Debug.Log($"finalColor: {secondElement.colorValue}"); } else { // ldr secondElement.colorValue = secondElement.colorValue.gamma; } } so.ApplyModifiedPropertiesWithoutUndo(); return true; } catch (System.Exception er) { Debug.LogError(er); return false; } } public static bool AddLabel(AssetImporter ai, string adding_label) { var assetPasth = ai.assetPath; GUID guid = new GUID(AssetDatabase.AssetPathToGUID(assetPasth)); var labels = AssetDatabase.GetLabels(guid); label_list_helper.Clear(); label_list_helper.AddRange(labels); if (!label_list_helper.Contains(adding_label)) { label_list_helper.Add(adding_label); AssetDatabase.SetLabels(ai, label_list_helper.ToArray()); return true; } return false; } public static bool RemoveLabel(AssetImporter ai, string removing_label) { var assetPasth = ai.assetPath; GUID guid = new GUID(AssetDatabase.AssetPathToGUID(assetPasth)); var labels = AssetDatabase.GetLabels(guid); label_list_helper.Clear(); label_list_helper.AddRange(labels); if (label_list_helper.Remove(removing_label)) { label_list_helper.Sort(); AssetDatabase.SetLabels(ai, label_list_helper.ToArray()); return true; } return false; } [MenuItem("Tools/Materials/sRGB2LinearAllMatColorProps")] public static void sRGB2LinearAllMatColorProps() { try { var guids = AssetDatabase.FindAssets("t:Material"); for (int i = 0; i < guids.Length; i++) { var guid = guids[i]; var cancacle = EditorUtility.DisplayCancelableProgressBar( "Transforming Material Color Props : sRGB to Linear", $"{i + 1}/{guids.Length}", (float)(i + 1) / guids.Length); if (cancacle) { Debug.Log($"Transforming Material Color Props : sRGB to Linear is cancacled! Handled : {i}/{guids.Length}"); break; } var assetPath = AssetDatabase.GUIDToAssetPath(guid); //if (assetPath != "Assets/Art/Effects/Materials/New/UI_sg_kapaizhujiemian_tianfui_02.mat") // continue; AssetImporter ai = AssetImporter.GetAtPath(assetPath); var labels = AssetDatabase.GetLabels(ai); if (System.Array.IndexOf(labels, TransformedLabel) >= 0) { continue; } var mat = AssetDatabase.LoadAssetAtPath<Material>(assetPath); if (mat == null) continue; Debug.Log($"Transforming Material Color Props, mat path : {assetPath}"); HandleSingleMatRes_sRGB2Linear(mat); if (AddLabel(ai, TransformedLabel)) { Debug.Log($"Tranforming Material Color Props, mat path : {assetPath}, added the Label : {TransformedLabel}"); } else { Debug.LogWarning($"Tranforming Material Color Props, mat path : {assetPath}, alreading exsit the Label : {TransformedLabel}"); } } Debug.Log($"Transforming Material Color Props : sRGB to Linear is completed!"); } catch (System.Exception er) { Debug.LogError(er); } finally { EditorUtility.ClearProgressBar(); } } [MenuItem("Tools/Materials/Recovery_sRGB2LinearAllMatColorProps")] public static void Recovery_sRGB2LinearAllMatColorProps() { try { var guids = AssetDatabase.FindAssets("t:Material"); for (int i = 0; i < guids.Length; i++) { var guid = guids[i]; var cancacle = EditorUtility.DisplayCancelableProgressBar( "Transforming Material Color Props : sRGB to Linear", $"{i + 1}/{guids.Length}", (float)(i + 1) / guids.Length); if (cancacle) { Debug.Log($"Transforming Material Color Props : sRGB to Linear is cancacled! Handled : {i}/{guids.Length}"); break; } var assetPath = AssetDatabase.GUIDToAssetPath(guid); //if (assetPath != "Assets/Art/Effects/Materials/New/UI_sg_kapaizhujiemian_tianfui_02.mat") // continue; AssetImporter ai = AssetImporter.GetAtPath(assetPath); var labels = AssetDatabase.GetLabels(ai); if (System.Array.IndexOf(labels, TransformedLabel) == -1) { continue; } var mat = AssetDatabase.LoadAssetAtPath<Material>(assetPath); if (mat == null) continue; Debug.Log($"Recoverying Material Color Props, mat path : {assetPath}"); HandleSingleMatRes_Recovery_sRGB2Linear(mat); if (RemoveLabel(ai, TransformedLabel)) { Debug.Log($"Recoverying Material Color Props, mat path : {assetPath}, has remove Label : {TransformedLabel}"); } else { Debug.LogWarning($"Recoverying Material Color Props, mat path : {assetPath}, not found the Label : {TransformedLabel}"); } } Debug.Log($"Transforming Material Color Props : sRGB to Linear is completed!"); } catch (System.Exception er) { Debug.LogError(er); } finally { EditorUtility.ClearProgressBar(); } } }
其实就是要对一些 HDR 贴图做 sRGB to Linear 的处理
HDR color
我们知道是: HDR_COLOR = color_normalized * pow(2, intensity)
因此我们只要算出 NextPowerOfTwo
就可以还原出 color_normalized
和 pow(2, intensity)
,就可以重新编码颜色
但是 HDR texture
的话,我们也尝试这种编码处理方式,但是会有 Unsupported GraphicsFormat(130) for SetPixel operations.
的错误,如下图:
CSHARP 代码中,我们看到代码没什么问题,但是 unity Cubemap 中不提供正确的 API 调用
// jave.lin : 处理 HDR 的纹理 // Cubemap.SetPixels 有异常: Unsupported GraphicsFormat(130) for SetPixel operations. // 通过 baidu, google 搜索得知,可以通过 un-compressed 格式 (比如:RGB(A)16,24,32,64)来避免这个问题 // 但是会导致贴图内存增加很多(谨慎使用),因此只能代码中处理这部分的srgb to linear private static void GammaSpace_HDR_TexPP_Handler(Cubemap cubemap) { var max_val = -1f; for (int faceIDX = 0; faceIDX < CubemapFaceIterateArray.Length; faceIDX++) { var face = CubemapFaceIterateArray[faceIDX]; // jave.lin : 获取第 0 层 mipmap 的 max value Color[] colos_mipmap0 = cubemap.GetPixels(face, 0); for (int i = 0; i < colos_mipmap0.Length; i++) { var c = colos_mipmap0[i]; var temp_max_val = Mathf.Max(c.r, c.g, c.b); if (temp_max_val > max_val) { max_val = temp_max_val; } } } Debug.Log($"max_val : {max_val}"); if (max_val <= 1.0f) { Debug.Log($"max_val <= 1.0f, non-HDR srgb to lienar, max_val : {max_val}"); // jave.lin : 将 gamma space 下的 srgb to linear for (int faceIDX = 0; faceIDX < CubemapFaceIterateArray.Length; faceIDX++) { var face = CubemapFaceIterateArray[faceIDX]; for (int mipmapIDX = 0; mipmapIDX < cubemap.mipmapCount; mipmapIDX++) { Color[] colors_mipmap = cubemap.GetPixels(face, mipmapIDX); for (int i = 0; i < colors_mipmap.Length; i++) { colors_mipmap[i] = colors_mipmap[i].linear; } // jave.lin : Unsupported GraphicsFormat(130) for SetPixel operations. cubemap.SetPixels(colors_mipmap, face, mipmapIDX); } } } else { //var assetPath = AssetDatabase.GetAssetPath(cubemap); //Debug.LogWarning($"不是HDR贴图不用处理, assetPath : {assetPath}"); // jave.lin : 计算 next power of two (npot) var npot = (float)Mathf.Max(Mathf.NextPowerOfTwo((int)max_val), 1.0f); Debug.Log($"max_val > 1.0f, HDR srgb to lienar, max_val : {max_val}, npot : {npot}"); // jave.lin : 将 gamma space 下的 srgb to linear for (int faceIDX = 0; faceIDX < CubemapFaceIterateArray.Length; faceIDX++) { var face = CubemapFaceIterateArray[faceIDX]; for (int mipmapIDX = 0; mipmapIDX < cubemap.mipmapCount; mipmapIDX++) { Color[] colors_mipmap = cubemap.GetPixels(face, mipmapIDX); for (int i = 0; i < colors_mipmap.Length; i++) { var c = colors_mipmap[i]; c = new Color(c.r / npot, c.g / npot, c.b / npot, c.a).linear; c *= new Color(npot, npot, npot, 1.0f); colors_mipmap[i] = c; } // jave.lin : Unsupported GraphicsFormat(130) for SetPixel operations. cubemap.SetPixels(colors_mipmap, face, mipmapIDX); } } } } private static void OnPostprocessCubemapEXT(string assetPath, Cubemap cubemap) { Debug.Log($"OnPostprocessCubemapEXT.assetPath:{assetPath}"); TextureImporter ti = AssetImporter.GetAtPath(assetPath) as TextureImporter; // jave.lin : 修改 readable (这一步风险有点大),会导致 主存、显存 都有一份 内存 if (ti.isReadable == false) { Debug.Log($"assetPath:{assetPath}, changing readable true"); ti.isReadable = true; ti.SaveAndReimport(); return; } GammaSpace_HDR_TexPP_Handler(cubemap); } private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { foreach (var path in importedAssets) { if (NeedToRemoveGammaCorrect(path)) { Debug.Log($"OnPostprocessAllAssets.assetPath:{path}"); //var tex2D = AssetDatabase.LoadAssetAtPath<Texture2D>(path); //var tex = AssetDatabase.LoadAssetAtPath<Texture>(path); var cubemap = AssetDatabase.LoadAssetAtPath<Cubemap>(path); // jave.lin : 下面输出: /* imported asset path: Assets/Scene/UiEffectScene/ReflectionProbe-0.exr, tex2D : , tex :ReflectionProbe-0 (UnityEngine.Cubemap), cubemap: ReflectionProbe-0 (UnityEngine.Cubemap) UnityEngine.Debug:Log(object) */ //Debug.Log($"imported asset path: {path}, tex2D : {tex2D}, tex :{tex}, cubemap: {cubemap}"); if (cubemap == null) continue; OnPostprocessCubemapEXT(path, cubemap); } } }
其实上面的代码判断 是否有分量 > 1.0f 的方式来判断是否 HDR 是不太合理的,因为不同的贴图格式的编码方式不同
有一些编码比如,RGBM,使用 A 通道来保存 255 被缩放的数值,作为: color_normalized * pow(2, A_channel_normalized * 255)
来解码
百度,谷歌上也没有搜索到对应的回答,唯一搜索到类似的:unity报错篇-Unsupported texture format - needs to be ARGB32。。。。
如果 使用了 带压缩格式的,然后再使用 Cubemap.SetPixels
都会报这个错误
注意压缩后大小非常小,才 288B 字节 (我这个是测试用的纹理)
然后我们将其格式修改成 未压缩 格式,就没有这个报错了
但是大小会比原来的大4倍
本身H5里面的内存就是很珍贵的设备资源,因此这种方式不可取
那么只能牺牲一些性能,在 shader 代码中采样处理了
比如: skybox对cubemap的处理,或是 reflection probe 等 IBL 反射效果 的 颜色的 pow(val, 2.2)
的处理
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