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中间是默认的UI贴图,因为unity勾选SRBG,不处理Alpha通道,所以可能出现在线性空间下贴图Alpha与Ps显示不一致
在UIShader中加入 alpha通道的 Gamma颜色空间到Linner空间的计算,
AESshader
去找到UI/Defailt的shader源码,找到自己版本的Shader,地址:
https://unity3d.com/get-unity/download/archive
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "UI/GammaToLinner" { Properties { [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; half4 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 = half4(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; } 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 float3 temp_cast_2 = (color.a).xxx; float3 gammaToLinear8 = GammaToLinearSpace(temp_cast_2); color.a = gammaToLinear8; color.rgb *= color.a; return color; } ENDCG } } }
加入GammaToLinner 计算后,Alpha 在Linnner空间下 效果与Unity Gamma空间一致
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