参考: http://lolikitty.pix.net/
http://blog.csdn.net/u010019717
注意: 不是Shader 代码
1、 调整图片的饱和度
不太需要原理, 维基百科给出的公式:
https://zh.wikipedia.org/zh-cn/YUV
其中提到了 主要的抽样(subsample)格式有YCbCr 4:2:0、YCbCr 4:2:2、YCbCr 4:1:1和YCbCr 4:4:4。
http://blog.csdn.net/u010019717
上面公式使用了 4:2:2, 下面代码使用 4:4:4 完全取样。
场景中都有什么, 然后挂上下面的脚本 设置参数值大小:
- using UnityEngine;
- using System.Collections;
-
- public class Test : MonoBehaviour
- {
-
- public Texture2D t;
-
- [Range(0, 5)]
- public float saturation = 1;
-
- Texture2D tt;
-
- void Start()
- {
- if (tt != null)
- {
- Destroy(tt);
- }
-
- transform.localScale = new Vector3((float)t.width / (float)t.height, 1);
- tt = new Texture2D(t.width, t.height);
- for (int y = 0; y < t.height; y++)
- {
- for (int x = 0; x < t.width; x++)
- {
- Color c = t.GetPixel(x, y);
-
- float r = c.r;
- float g = c.g;
- float b = c.b;
-
- float Y = (r * 0.299f) + (g * 0.587f) + (b * 0.114f);
- float U = -(r * 0.147f) - (g * 0.289f) + (b * 0.436f);
- float V = (r * 0.615f) - (g * 0.515f) - (b * 0.1f);
-
- U *= saturation;
- V *= saturation;
-
- float R = Y + (V * 1.14f);
- float G = Y - (U * 0.39f) - (V * 0.58f);
- float B = Y + (U * 2.03f);
-
- tt.SetPixel(x, y, new Color(R, G, B));
- }
- }
- tt.Apply();
- GetComponent<Renderer>().material.mainTexture = tt;
- }
- }
http://blog.csdn.net/u010019717
2、将图片颜色二值化
整个 图片只会显示成 两种 颜色。
这个很不好测试, 你随便找一张图, 但是要找到 minValveColor 和 maxValveColor 时很费劲的!
- using UnityEngine;
- using System.Collections;
-
- public class Test : MonoBehaviour
- {
-
- public Texture2D t;
-
- public Color drawColor = new Color32(240, 190, 170, 255);
-
-
- public Color defaultColor = new Color32(0, 0, 0, 0);
-
- Color minValveColor = new Color32(220 , 200 , 198, 255);
- Color maxValveColor = new Color32(221 , 206 , 211, 255);
-
- float minR = 0;
- float minG = 0;
- float minB = 0;
-
- float maxR = 0;
- float maxG = 0;
- float maxB = 0;
-
- Texture2D tt;
-
- void Start()
- {
- minR = minValveColor.r;
- minG = minValveColor.g;
- minB = minValveColor.b;
-
- maxR = maxValveColor.r;
- maxG = maxValveColor.g;
- maxB = maxValveColor.b;
-
- transform.localScale = new Vector3((float)t.width / (float)t.height, 1);
- InvokeRepeating("MyUpdate", 0, 5);
- }
-
- string z = "";
-
- void MyUpdate()
- {
- if (tt != null)
- {
- Destroy(tt);
- }
- tt = new Texture2D(t.width, t.height);
- for (int y = 0; y < t.height; y++)
- {
- for (int x = 0; x < t.width; x++)
- {
- Color c = t.GetPixel(x, y);
- float r = c.r;
- float g = c.g;
- float b = c.b;
-
-
- if (r >= minR && r <= maxR && g >= minG && g <= maxG && b >= minB && b <= maxB)
- {
- tt.SetPixel(x, y, drawColor);
- }
- else
- {
- tt.SetPixel(x, y, defaultColor);
- }
- }
- }
- tt.Apply();
- GetComponent<Renderer>().material.mainTexture = tt;
- }
- }
3、 将图片 变成黑白色(黑白 或者 YUV 与 RGB 的转换)
第一种实现方式简单:
- using UnityEngine;
- using System.Collections;
-
- public class Test : MonoBehaviour
- {
-
- public Texture2D t;
-
- void Start()
- {
- transform.localScale = new Vector3((float)t.width / (float)t.height, 1);
- Texture2D tt = new Texture2D(t.width, t.height);
- for (int y = 1; y < t.height - 1; y++)
- {
- for (int x = 1; x < t.width - 1; x++)
- {
- Color c = t.GetPixel(x, y);
- float c2 = (c.r + c.g + c.b) / 3;
-
- tt.SetPixel(x, y, new Color(c2, c2, c2));
- }
- }
- tt.Apply();
- renderer.material.mainTexture = tt;
- }
- }
//// 第二种实现方式, 使用 YUV 作为grayScale & RGB 转 YUV & YUV 转 RGB ---------------------------
// 采用YUV色彩空间的重要性是它的亮度信号Y和色度信号U、V是分离的。如果只有Y信号分量而没有U、V分量,那么这样表示的图像就是黑白灰度图像。
- using UnityEngine;
- using System.Collections;
-
- public class Test : MonoBehaviour
- {
-
- public Texture2D t;
-
- void Start()
- {
- transform.localScale = new Vector3((float)t.width / (float)t.height, 1);
- Texture2D tt = new Texture2D(t.width, t.height);
- for (int y = 0; y < t.height; y++)
- {
- for (int x = 0; x < t.width; x++)
- {
- Color c = t.GetPixel(x, y);
-
- float r = c.r;
- float g = c.g;
- float b = c.b;
-
-
- float Y = (r * 0.299f) + (g * 0.587f) + (b * 0.114f);
- float U = -(r * 0.147f) - (g * 0.289f) + (b * 0.436f);
- float V = (r * 0.615f) - (g * 0.515f) - (b * 0.1f);
-
-
- float R = Y + (V * 1.14f);
- float G = Y - (U * 0.39f) - (V * 0.58f);
- float B = Y + (U * 2.03f);
-
- tt.SetPixel(x, y, new Color(Y, Y, Y));
-
- }
- }
- tt.Apply();
- GetComponent<Renderer>().material.mainTexture = tt;
- }
- }
http://blog.csdn.net/u010019717