Unity3D圖像後處理特效——Toonmapping

Tonemapping is usually understood as the process of mapping color values fromHDR (high dynamic range) to LDR (low dynamic range). In Unity, this means for most platforms that arbitrary 16-bit floating point color values will be mapped to traditional 8-bit values in the [0,1] range.

Tonemapping 通常被理解爲將顏色值從高動態範圍(HDR)映射到低動態範圍(LDR的過程。在Unity中,這意味着對於大多數平臺上任意16位的浮點型顏色值將被映射爲 [01]範圍內的傳統8位顏色值。

 

Tonemapping will only properly work if the used camera hasHDR enabled. It is also recommended to give light sources higher than normal intensity values to make use of the bigger range. Additionally, the Bloom image effect supports HDR and can help giving your lights higher ranges and is typically used in conjunction with Tonemapping.

Tonemapping只有在相機啓用HDR時才能正常工作。建議給光源高於正常強度的亮度,從而讓其具有更大的範圍。此外,輝光(Bloom)圖像特效支持 HDR,並且可以幫助讓您的燈光擁有更高的範圍,通常與 Tonemapping一起使用。

 

There is many different ways on how to map intensities to LDR (as selected byMode). This effect provides several techniques, two of them being adaptive (AdaptiveReinhard andAdaptiveReinhardAutoWhite), which means that color changes are carried out delayed as the change in intensities is fully registered. Cameras and the human eye have this effect. This enables interesting dynamic effects such as a simulation of the natural adaption happening when entering or leaving a dark tunnel into bright sunlight.

對於如何將亮度映射到低動態範圍有許多種不同的方法,這種特效提供多種技術,其中兩個是自適應的(AdaptiveReinhardAdaptiveReinhardAutoWhite),這意味着顏色的變化可以滯後於亮度的變化。相機和人眼都具有這種效應。這樣可以實現一些有趣的動態特效,比如模擬突然間從明亮的陽光下進入或離開陰暗橋洞的顏色自然調整過程。

 

As with the otherimage effects, this effect is only available in Unity Pro and you must have the Pro Standard Assets installed before it becomes available.

和其他圖像特效一樣,該特效只能在Unity Pro上進行使用,並且在使用之前必須安裝Pro Standard Assets

Properties           屬性

Mode

模式

Choose the desired tonemapping algorithm.

選擇想要的顏色映射算法

 

Exposure

曝光度

Simulated exposure, defining the actual range of luminances.

模擬曝光度,定義真實的亮度範圍

Average grey

平均灰度

Average grey value of the scene that defines the intensity of the result.

平均場景中亮度的灰度值

White

白色

Smallest value that will be mapped white.

最小的值將被映射爲白色

Adaption speed

調整速度

Adjustment speed for all adaptive tonemappers.

 對於所有自適應色調映射器的調整速度

Texture size

紋理大小

Size of the internal texture for all adaptive tonemappers. Bigger values capture more details when calculating the new intensity and lower performance.

所有自適應色調映射器的內部紋理,比較大的值可以在計算新亮度時獲得更多的細節,但具有較低的性能

 

Hardware support    硬件支持

This effect requires a graphics card with pixel shaders (2.0) or OpenGL ES 2.0. PC: NVIDIA cards since 2003 (GeForce FX), AMD cards since 2004 (Radeon 9500), Intel cards since 2005 (GMA 900); Mobile: OpenGL ES 2.0; Consoles: Xbox 360, PS3.

這個特效需要顯卡擁有像素着色器(2.0)或者OpenGL ES 2.0。臺式機:2003年以後的NVIDIA顯卡(GeForce FX),2004年以後的AMD顯卡(Radeon 9500),2005年以後的Intel卡(GMA 900);移動設備:OpenGL ES 2.0控制檯: Xbox 360 PS3

 

All image effects automatically disable themselves when they can not run on end-users graphics card.

所有圖像特效如果無法在用戶顯卡上運行時將會自動被關閉。

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