Vignette 漸暈
本文檔主要是對Unity官方手冊的個人理解與總結(其實以翻譯記錄爲主:>)
僅作爲個人學習使用,不得作爲商業用途,歡迎轉載,並請註明出處。
文章中涉及到的操作都是基於Unity2018.4版本
參考鏈接:https://github.com/Unity-Technologies/PostProcessing/wiki/Vignette
In Photography, vignetting is the term used for the darkening and/or desaturating towards the edges of an image compared to the center. This is usually caused by thick or stacked filters, secondary lenses, and improper lens hoods. It is also often used for artistic effect, such as to draw focus to the center of an image.
在攝影技術中,漸暈是一個術語,用來表示與圖像中心相比,圖像邊緣處的色調變暗和/或飽和度降低。這通常是由於厚或堆疊過濾器,次要鏡頭,和不適當的鏡頭罩。它也經常用於藝術效果,如把焦點吸引到圖像的中心。
The Vignette effect in the post-processing stack comes in 2 modes:
後處理堆棧中的漸暈效果有兩種模式:
- Classic 經典
- Masked 蒙版
Requirements
- Shader Model 3
See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware.
Classic
Classic mode offers parametric controls for the position, shape and intensity of the Vignette. This is the most common way to use the effect.
經典模式提供漸暈參數控制:位置,形狀和強度。這是最常用的使用效果的方法。
Property | Function |
---|---|
Color | Vignette color. |
Center | Sets the vignette center point (screen center is [0.5,0.5]). |
中心 | 漸暈中心點的位置,默認爲屏幕中心 |
Intensity | Amount of vignetting on screen. |
強度 | 漸暈的強度 |
Smoothness | Smoothness of the vignette borders. |
平滑度 | 漸暈邊框的平滑度。 |
Roundness | Lower values will make a more squared vignette. |
圓度 | 較低的值將使漸暈的輪廓變得更加平方。 |
Rounded | Should the vignette be perfectly round or be dependent on the current aspect ratio? |
圓形 | 漸暈應該是完全圓形的還是依賴於當前的寬高比?,默認依賴寬高比 |
Masked
Masked mode multiplies a custom texture mask over the screen to create a Vignette effect. This mode can be used to achieve less common or irregular vignetting effects.
蒙版模式是在屏幕上覆蓋(相乘)一個自定義紋理蒙版,以創建一個漸暈效果。此模式可用於實現不太常見或不規則的漸暈效果。
Property | Function |
---|---|
Color | Vignette color. Use the alpha channel for transparency. |
顏色 | 漸暈顏色。alpha通道代表透明度 |
Mask | A black and white mask to use as a vignette. |
蒙版 | 一種用作漸暈的黑白蒙版 |
opacity | Mask opacity. |
不透明 | 蒙版的不透明程度 |