混合模式Blend

遇到的问题

Camera直接输出画面时,混合效果和混合公式对不上

 

New Scene中相关的信息:底图Quad_Bg是蓝色(0, 0, 1, 1),混合图Quad_Src是红色(1, 0, 0, 0.5),混合模式为Blend DstColor Zero, One Zero
(该混合方式最终颜色的计算方式:final_rgb = DstColor.rgb * SrcColor.rgb + 0 * DstColor.rgb,final_alpha = 1 * SrcColor.a + 0 * DstColor.a)

 

a) 混合正常的情况:只有将Camera的画面输出到RenderTexture时,混合效果才正常

红蓝相交的地方混合后:DstColor(0, 0, 1) * SrcColor(1, 0, 0) + 0 * DstColor = (0, 0, 0),rgb为黑色;1 * SrcAlpha(0.5) + 0 * DstAlpha = 0.5;最终为50%黑色 

红色和相机背景白色混合后:DstColor(1, 1, 1) * SrcColor(1, 0, 0) = (1, 0, 0),rgb为红色;1 * SrcAlpha(0.5) + 0 * DstAlpha = 0.5;最终为50%红色

b) 原因分析:Camera直接输出画面(关掉Canvas,GameView看到的就是Main Camera的直接输出画面),他的alpha总是会被设置为1

红蓝相交的地方混合后:DstColor(0, 0, 1) * SrcColor(1, 0, 0) + 0 * DstColor = (0, 0, 0),rgb为黑色;alpha总是为1,所以为黑色

红色和相机背景白色混合后:DstColor(1, 1, 1) * SrcColor(1, 0, 0) = (1, 0, 0),rgb为红色;alpha总是为1,所以为红色

 

常见的一些混合效果(使用RenderTexture)

1) 用到的shader

注意:这边的alpha值使用额外的混合参数控制:Blend SrcFactor DstFactor, SrcFactorA DstFactorA

Shader "My/Blend2"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}

        [Enum(UnityEngine.Rendering.BlendMode)]_SrcFactor("SrcFactor", int) = 5 //BlendMode.SrcAlpha
        [Enum(UnityEngine.Rendering.BlendMode)]_DstFactor("DstFactor", int) = 10 //BlendMode.OneMinusSrcAlpha        

        [Enum(UnityEngine.Rendering.BlendMode)]_SrcFactorA("SrcFactorA", int) = 5 //BlendMode.SrcAlpha
        [Enum(UnityEngine.Rendering.BlendMode)]_DstFactorA("DstFactorA", int) = 10 //BlendMode.OneMinusSrcAlpha        
    }
    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "RenderType" = "Transparent"
        }

        ZWrite Off
        Blend[_SrcFactor] [_DstFactor], [_SrcFactorA] [_DstFactorA]

        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;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 c = tex2D(_MainTex, i.uv);
                return c;
            }
            ENDCG
        }
    }
}

2) 正常模式 Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha

final_rgba = SrcColor.a * SrcColor.rgba + (1 - SrcColor.a) * DstColor.rgba

3) 线性减淡 Blend One One, One One

final_rgba = 1 * SrcColor.rgba + 1 * DstColor.rgba

4) 正片叠底 Blend DstColor Zero, DstColor Zero

 

参考

【UnityShader】Blend混合模式 与 20余种颜色混合模式代码实现(多图预警) - 哔哩哔哩 (bilibili.com)

Unity Shader 混合(Blend) - 知乎 (zhihu.com)

posted @ 2023-01-30 23:36  yanghui01  阅读(151)  评论(0编辑  收藏  举报