【URP】Unity[后處理]通道混(hun)合ChannelMixer
專欄-直達
ChannelMixer是Unity URP后(hou)處理系統(tong)中用(yong)于顏色通道混合的(de)(de)核心效(xiao)果組件(jian),主要用(yong)于調整RGB通道的(de)(de)混合比例以實現特定的(de)(de)色彩(cai)分級效(xiao)果。其發展(zhan)歷史可追(zhui)溯(su)至影視行業(ye)的(de)(de)傳(chuan)統(tong)調色技術,后(hou)被整合到Unity的(de)(de)Post Processing Stack中,并隨著(zhu)URP的(de)(de)演進成為Volume框架下(xia)的(de)(de)標準化(hua)模塊(kuai)
核心功能與參數
?通道混合原理?
通過修改輸(shu)入(ru)顏色(se)(se)(se)通道(dao)(Red/Green/Blue)對輸(shu)出通道(dao)的(de)貢獻權重,實現如(ru)單色(se)(se)(se)保留(liu)、色(se)(se)(se)調(diao)偏(pian)移等(deng)效果。例如(ru)增加綠色(se)(se)(se)通道(dao)對紅色(se)(se)(se)輸(shu)出的(de)影響(xiang)會(hui)使綠色(se)(se)(se)區域偏(pian)紅。
ChannelMixer在Unity URP后處(chu)理(li)中(zhong)的底層原(yuan)理(li)基(ji)于顏色通道(dao)的線性(xing)代(dai)數(shu)變換,通過(guo)對(dui)RGB通道(dao)的權重(zhong)矩陣運算實現色彩重(zhong)構.
輸出通道(dao) = (R × R權(quan)重(zhong)) + (G × G權(quan)重(zhong)) + (B × B權(quan)重(zhong)) + 常數偏(pian)移
該計算(suan)在片元著色器中逐像素執行,通過(guo)矩(ju)陣(zhen)乘法實現顏色空間轉換.
數學原理分解
- ?通道變換矩陣
- 每個輸出通道由3×4變換矩陣控制(包含常數項),例如紅色輸出通道計算為:
- $R_{out}=R_{in}\times M_{00}+G_{in}\times M_{01}+B_{in}\times M_{02}+M_{03}$
- 其中M_03為常數偏移量。
- ?亮度保持機制?
- 當啟用Preserve Luminosity時,系統會自動歸一化權重系數,確保滿足:
- $M_{00}+M_{01}+M_{02}=1.0$
- 防止畫面過曝或欠曝
URP實現示例 關鍵實現解析
-
?矩陣運算階段?
片元著色器通過
dot(col.rgb, _RedOut.xyz)實現向量點乘,等效于矩陣乘法。例如設置_RedOut=(0.5,0.3,0.2)時(shi),新紅色通(tong)道值為原RGB通(tong)道的50%+30%+20%混合。 -
?動態參數傳遞?
URP通(tong)過Volume組件將參(can)數(shu)打包為Vector4(xyz為RGB權重,w為常數(shu)偏移(yi)),每幀(zhen)更新至(zhi)Shader。例(li)如電影級調色常用(yong)配(pei)置:
csharp _RedOut = new Vector4(0.8f, 0.1f, 0.1f, 0);// 強化紅色主基調 _GreenOut = new Vector4(0f, 1.2f, -0.2f, 0);// 增強綠色并抑制藍色 -
?后處理管線集成?
RendererFeature在
BeforeRenderingPostProcessing事件點插入通道混合操作,通過雙次Blit避免直接修改源紋理。臨時渲染目標_TempChannelMixerTexture確保混合過程可逆. -
ChannelMixer.shader
Shader "PostProcessing/ChannelMixer" { Properties { _MainTex ("Texture", 2D) = "white" {} _RedOut ("Red Output", Vector) = (1,0,0,0) _GreenOut ("Green Output", Vector) = (0,1,0,0) _BlueOut ("Blue Output", Vector) = (0,0,1,0) } SubShader { HLSLPROGRAM #pragma only_renderers d3d11 #pragma exclude_renderers gles #pragma target 5.0 #pragma multi_compile_postprocess #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PostProcessing.hlsl" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _RedOut; float4 _GreenOut; float4 _BlueOut; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = TransformWorldToClipPos(v.vertex); o.uv = v.uv; return o; } float4 frag(v2f i) : SV_Target { float4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); float3 result; result.r = dot(col.rgb, _RedOut.xyz) + _RedOut.w; result.g = dot(col.rgb, _GreenOut.xyz) + _GreenOut.w; result.b = dot(col.rgb, _BlueOut.xyz) + _BlueOut.w; return float4(result, col.a); } ENDHLSL } } -
ChannelMixerRendererFeature.cs
using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; public class ChannelMixerRendererFeature : ScriptableRendererFeature { class CustomRenderPass : ScriptableRenderPass { Material _material; RenderTargetHandle _tempTexture; public CustomRenderPass(Material material) { _material = material; _tempTexture.Init("_TempChannelMixerTexture"); } public override void Execute(ScriptableRenderContext context, ref RenderingData data) { CommandBuffer cmd = CommandBufferPool.Get("Channel Mixer"); RenderTextureDescriptor desc = data.cameraData.cameraTargetDescriptor; cmd.GetTemporaryRT(_tempTexture.id, desc); Blit(cmd, source: "_CameraColorTexture", dest: _tempTexture.id, _material); Blit(cmd, source: _tempTexture.id, dest: "_CameraColorTexture"); cmd.ReleaseTemporaryRT(_tempTexture.id); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } [System.Serializable] public class Settings { public Material material; } public Settings settings = new Settings(); CustomRenderPass _scriptablePass; public override void Create() { _scriptablePass = new CustomRenderPass(settings.material); _scriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data) { renderer.EnqueuePass(_scriptablePass); } }
?參數說明?
- ?Output Channel?:選擇要調整的目標通道(Red/Green/Blue)
- ?Red/Green/Blue Contribution?:各輸入通道對當前輸出通道的影響權重(范圍-2到2)
- ?Preserve Luminosity?:保持整體亮度不變,避免過度曝光。
實現流程示例
ChannelMixerExample.cs
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class ChannelMixerExample : VolumeComponent, IPostProcessComponent {
public Vector3Parameter redOut = new(new Vector3(1, 0, 0));
public Vector3Parameter greenOut = new(new Vector3(0, 1, 0));
public Vector3Parameter blueOut = new(new Vector3(0, 0, 1));
public bool IsActive() => true;
public bool IsTileCompatible() => false;
}
ChannelMixerRenderPass.cs
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class ChannelMixerRenderPass : ScriptableRenderPass {
private Material _material;
private ChannelMixerExample _volume;
public override void Execute(ScriptableRenderContext context, ref RenderingData data) {
_volume = VolumeManager.instance.stack.GetComponent<ChannelMixerExample>();
if (_volume == null) return;
var cmd = CommandBufferPool.Get("ChannelMixer");
_material.SetVector("_RedOut", _volume.redOut.value);
_material.SetVector("_GreenOut", _volume.greenOut.value);
_material.SetVector("_BlueOut", _volume.blueOut.value);
Blit(cmd, ref data, _material, 0);
context.ExecuteCommandBuffer(cmd);
}
}
實際應用案例
?電影感調色?
將藍色(se)通道注入(ru)紅色(se)輸出(如設(she)置RedOut為(0.8, 0, 0.2)),可創造類似(si)《黑客帝國(guo)》的(de)青色(se)陰影效(xiao)果。
?風格化渲染?
通過反轉(zhuan)綠色(se)通道貢獻(xian)(GreenOut設(she)為(wei)(-0.5, 1, 0)),實(shi)現賽博朋(peng)克風格的色(se)彩(cai)偏移。
?黑白濾鏡?
統(tong)一(yi)各(ge)通道權重(如RedOut=(0.3,0.6,0.1))可生成高質量灰度(du)圖像,比(bi)直接(jie)去飽和度(du)更可控。
膠片模擬?
- 設置
BlueOut=(0,0,0.9,0.1)使藍色通道輕微壓縮,模擬柯達膠片特性
?色盲輔助?
- 將紅色通道注入綠色輸出(
GreenOut=(0.5,0.5,0,0))提升紅綠色盲辨識度
?風格化渲染?
- 負值權重創造互補色效果,如
RedOut=(1, -0.2, 0, 0)產生賽博朋克色調
操作步驟
- 在Volume中添加Channel Mixer效果
- 調整目標通道的RGB權重三角滑塊
- 啟用Preserve Luminosity避免過曝
該技術現已成為URP標(biao)準(zhun)管(guan)線的一(yi)部分,通過Volume系統實現非(fei)破壞性調整,比傳統Shader方案更(geng)易(yi)集成到美(mei)術工作流中
專欄-直達
(歡迎點贊留言探(tan)討,更多人加入進來能更加完(wan)善這個探(tan)索的(de)過程,??)

ChannelMixer是Unity URP后處理系統中用于顏色通道混合的核心效果組件,主要用于調整RGB通道的混合比例以實現特定的色彩分級效果。其發展歷史可追溯至影視行業的傳統調色技術,后被整合到U