HeavenStudio/Assets/X-PostProcessing/README.md

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![XPL-Title-v2.jpg](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/XPL-Title-v2.jpg)
<p>
<a href="https://github.com/QianMo/X-PostProcessing-Library/blob/master/LICENSE">
<img alt="GitHub license" src ="https://img.shields.io/github/license/QianMo/X-PostProcessing-Library" />
</a>
<img alt="Version" src ="https://img.shields.io/badge/version-1.1.6-blue" />
<a href="https://github.com/QianMo/X-PostProcessing-Library/issues">
<img alt="GitHub issues" src="https://img.shields.io/github/issues/QianMo/X-PostProcessing-Library">
</a>
<a href="https://github.com/QianMo/X-PostProcessing-Library/pulls">
<img alt="GitHub pull requests" src ="https://img.shields.io/github/issues-pr/QianMo/X-PostProcessing-Library" />
</a>
# XPL: Unity引擎的高品质后处理库
</p>
X-PostProcessing Libray简称XPL是针对Unity引擎的高品质开源后处理库旨在提供业界主流的高品质后处理特效的完整解决方案。目前已完美支持Unity Post-processing Stack v2后续也将提供对Unity引擎URP/LWRP/HDRP的兼容支持。
**X-PostProcessing Library (XPL)** is a high quality post processing library for for Unity Post Processing Stack v2/LWRP/URP/HDRP
<img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/GlitchRGBSplitV5-2.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/GlitchLineBlock-2.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/GlitchWaveJitter-2.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/GlitchScanLineJitter-2.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/GlitchImageBlock-2.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/GlitchTileJitter-2.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/ColorReplace.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/ColorAdjustmentContrast.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/ColorAdjustmentTechnicolor.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/ColorAdjustmentContrastV3.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/ColorAdjustmentContrastV2.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/ColorAdjustmentHue.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/BokehBlur.gif" align="middle" /><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/RadialBlurV2.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/GaussianBlur.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/DirectionalBlur-3.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/EdgeDetectionSobel2.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/EdgeDetectionRoberts1.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/PixelizeLed.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/PixelizeDiamond.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/PixelizeLeaf.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/PixelizeHexagon.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/PixelizeQuad.gif" align="middle"/><img src="https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Title/PixelizeHexagonGrid.gif" align="middle"/>
需要查看更多渲染效果图和每个特效的参数与属性,可以在下面的 [目录 ](#jump) 部分的具体后处理特效子页面中查看。
For more gallery , you can enter the specific post-processing effects sub-page in the [ Content ](#jump) section below.
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<span id="jump">
# 1. 目录 | Content
</span>
- ## 1.1 图像模糊型后处理 | Blur Effects
- [Gaussian Blur](Assets/X-PostProcessing/Effects/GaussianBlur)
- [Box Blur](Assets/X-PostProcessing/Effects/BoxBlur)
- [Tent Blur](Assets/X-PostProcessing/Effects/TentBlur)
- [Kawase Blur](Assets/X-PostProcessing/Effects/KawaseBlur)
- [Dual Kawase Blur](Assets/X-PostProcessing/Effects/DualKawaseBlur)
- [Dual Gaussian Blur](Assets/X-PostProcessing/Effects/DualGaussianBlur)
- [Dual Box Blur](Assets/X-PostProcessing/Effects/DualBoxBlur)
- [Dual Tent Blur](Assets/X-PostProcessing/Effects/DualTentBlur)
- [Bokeh Blur](Assets/X-PostProcessing/Effects/BokehBlur)
- [Tilt Shift Blur](Assets/X-PostProcessing/Effects/TiltShiftBlur)
- [Tilt Shift Blur V2](Assets/X-PostProcessing/Effects/TiltShiftBlurV2)
- [Iris Blur](Assets/X-PostProcessing/Effects/IrisBlur)
- [Iris Blur V2](Assets/X-PostProcessing/Effects/IrisBlurV2)
- [Grainy Blur](Assets/X-PostProcessing/Effects/GrainyBlur)
- [Radial Blur](Assets/X-PostProcessing/Effects/RadialBlur)
- [Radial Blur V2](Assets/X-PostProcessing/Effects/RadialBlurV2)
- [Directional Blur](Assets/X-PostProcessing/Effects/DirectionalBlur)
- ## 1.2 像素化型后处理 | Pixelate Effects
- [Pixelize Quad](Assets/X-PostProcessing/Effects/PixelizeQuad)
- [Pixelize Led](Assets/X-PostProcessing/Effects/PixelizeLed)
- [Pixelize Leaf](Assets/X-PostProcessing/Effects/PixelizeLeaf)
- [Pixelize Circle](Assets/X-PostProcessing/Effects/PixelizeCircle)
- [Pixelize Diamond](Assets/X-PostProcessing/Effects/PixelizeDiamond)
- [Pixelize Sector](Assets/X-PostProcessing/Effects/PixelizeSector)
- [Pixelize Triangle](Assets/X-PostProcessing/Effects/PixelizeTriangle)
- [Pixelize Hexagon](Assets/X-PostProcessing/Effects/PixelizeHexagon)
- [Pixelize Hexagon Grid](Assets/X-PostProcessing/Effects/PixelizeHexagonGrid)
- ## 1.3 边缘检测型后处理 | Edge Detection Effects
- [Edge Detection Sobel](Assets/X-PostProcessing/Effects/EdgeDetectionSobel)
- [Edge Detection Sobel Neon](Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeon)
- [Edge Detection Sobel Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2)
- [Edge Detection Roberts](Assets/X-PostProcessing/Effects/EdgeDetectionRoberts)
- [Edge Detection Roberts Neon](Assets/X-PostProcessing/Effects/EdgeDetectionRobertsNeon)
- [Edge Detection Roberts Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionRobertsNeonV2)
- [Edge Detection Scharr](Assets/X-PostProcessing/Effects/EdgeDetectionScharr)
- [Edge Detection Scharr Neon](Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeon)
- [Edge Detection Scharr Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeonV2)
- ## 1.4 故障艺术型后处理 | Glitch Effects
- [Glitch Image Block](Assets/X-PostProcessing/Effects/GlitchImageBlock)
- [Glitch Image Block V2](Assets/X-PostProcessing/Effects/GlitchImageBlockV2)
- [Glitch Image Block V3](Assets/X-PostProcessing/Effects/GlitchImageBlockV3)
- [Glitch Image Block V4](Assets/X-PostProcessing/Effects/GlitchImageBlockV4)
- [Glitch Line Block](Assets/X-PostProcessing/Effects/GlitchLineBlock)
- [Glitch Analog Noise](Assets/X-PostProcessing/Effects/GlitchAnalogNoise)
- [Glitch Digital Stripe](Assets/X-PostProcessing/Effects/GlitchDigitalStripe)
- [Glitch RGB Split](Assets/X-PostProcessing/Effects/GlitchRGBSplit)
- [Glitch RGB Split V2](Assets/X-PostProcessing/Effects/GlitchRGBSplitV2)
- [Glitch RGB Split V3](Assets/X-PostProcessing/Effects/GlitchRGBSplitV3)
- [Glitch RGB Split V4](Assets/X-PostProcessing/Effects/GlitchRGBSplitV4)
- [Glitch RGB Split V5](Assets/X-PostProcessing/Effects/GlitchRGBSplitV5)
- [Glitch Scan Line Jitter](Assets/X-PostProcessing/Effects/GlitchScanLineJitter)
- [Glitch Screen Jump](Assets/X-PostProcessing/Effects/GlitchScreenJump)
- [Glitch Screen Shake](Assets/X-PostProcessing/Effects/GlitchScreenShake)
- [Glitch Tile Jitter](Assets/X-PostProcessing/Effects/GlitchTileJitter)
- [Glitch Wave Jitter](Assets/X-PostProcessing/Effects/GlitchWaveJitter)
- ## 1.5 色彩调整型后处理 | Color Adjustment Effects
- [Color Adjustment Bleach Bypass](Assets/X-PostProcessing/Effects/ColorAdjustmentBleachBypass)
- [Color Adjustment Brightness](Assets/X-PostProcessing/Effects/ColorAdjustmentBrightness)
- [Color Adjustment Contrast](Assets/X-PostProcessing/Effects/ColorAdjustmentContrast)
- [Color Adjustment Contrast V2](Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV2)
- [Color Adjustment Contrast V3](Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV3)
- [Color Adjustment Hue](Assets/X-PostProcessing/Effects/ColorAdjustmentHue)
- [Color Adjustment Lens Filter](Assets/X-PostProcessing/Effects/ColorAdjustmentLensFilter)
- [Color Adjustment Saturation](Assets/X-PostProcessing/Effects/ColorAdjustmentSaturation)
- [Color Adjustment Technicolor](Assets/X-PostProcessing/Effects/ColorAdjustmentTechnicolor)
- [Color Adjustment Tint](Assets/X-PostProcessing/Effects/ColorAdjustmentTint)
- [Color Adjustment White Balance](Assets/X-PostProcessing/Effects/ColorAdjustmentWhiteBalance)
- [Color Adjustment Replace Color](Assets/X-PostProcessing/Effects/ColorReplace)
- [Color Adjustment Replace Color V2](Assets/X-PostProcessing/Effects/ColorReplaceV2)
- ## 1.6 渐晕型后处理 | Vignette Effects
- [Aurora Vignette](Assets/X-PostProcessing/Effects/AuroraVignette)
- [Rapid Vignette](Assets/X-PostProcessing/Effects/RapidVignette)
- [Rapid Vignette V2](Assets/X-PostProcessing/Effects/RapidVignetteV2)
- [Rapid Old TV Vignette](Assets/X-PostProcessing/Effects/RapidOldTVVignette)
- [Rapid Old TV Vignette V2](Assets/X-PostProcessing/Effects/RapidOldTVVignetteV2)
- ## 1.7 图像处理型后处理 | Image Processing Effects
- [Sharpen V1](Assets/X-PostProcessing/Effects/SharpenV1)
- [Sharpen V2](Assets/X-PostProcessing/Effects/SharpenV2)
- [Sharpen V3](Assets/X-PostProcessing/Effects/SharpenV3)
- Stylized Effects
- Painting Effects
- ...
More effects and LWRP/URP/HDRP version will arrive soon.
<br>
# 2. 安装 | Installation
有两种主要的安装X-PostProcessing Library的方法
- 【方法一】 克隆或下载此Repo并直接使用Unity打开。建议可先从已设置好后处理的示例场景 [Assets/Example/ExampleScene.unity](Assets/Example/ExampleScene.unity) 开始。
- 【方法二】 将[X-PostProcessing](Assets/X-PostProcessing) 文件夹放置在项目Assets路径下的任一位置并确保Post Processing Stack v2也位于项目中。
You have two main ways to install X-PostProcessing Library :
- **[Method 1]** Clone or download this repository , open with Unity Engine Editor and enjoy. It is recommended to start with the example scene [Assets/Example/ExampleScene.unity](Assets/Example/ExampleScene.unity) .
- **[Method 2]** Place the [X-PostProcessing](Assets/X-PostProcessing) folder anywhere in your project, make sure that Post Processing Stack v2 is in the project as well, and enjoy.
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# 3. 使用 | Usage
post processing profile 有各种不同的修改和添加方式最常规的方法是选中一个post processing profile 在Inspetor窗口下
- `Add effect... > X-PostProcessing > 选择一种新的后处理`
The new effect should be available for a post processing profile with different injection pointsjust like:
- `Add effect... > X-PostProcessing > Choose an effect`
<br>
# 4. 环境 | Environment
- 建议使用Unity 2017.2+。
- 如果使用的是较旧版本的Unity5.6 或 2017.1),则需要将[此文件夹](https://github.com/QianMo/X-PostProcessing-Library/tree/master/Assets/PostProcessing-2) 替换为 [pps v2 2.1.8](https://github.com/Unity-Technologies/PostProcessing/tree/bec8546fc498db388cedadd14021cc7006338cc4)。
- Unity 2017.2+ is recommended.
- if you use older versions of Unity (5.6 and 2017.1) , you need to replace [this folder](https://github.com/QianMo/X-PostProcessing-Library/tree/master/Assets/PostProcessing-2) with [pps v2 2.1.8](https://github.com/Unity-Technologies/PostProcessing/tree/bec8546fc498db388cedadd14021cc7006338cc4).
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# 5. 文章 | Blog Post
- [高品质后处理:十种图像模糊算法的总结与实现](https://zhuanlan.zhihu.com/p/125744132) | [GitHub Version](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E9%AB%98%E5%93%81%E8%B4%A8%E5%90%8E%E5%A4%84%E7%90%86%EF%BC%9A%E5%8D%81%E7%A7%8D%E5%9B%BE%E5%83%8F%E6%A8%A1%E7%B3%8A%E7%AE%97%E6%B3%95%E7%9A%84%E6%80%BB%E7%BB%93%E4%B8%8E%E5%AE%9E%E7%8E%B0/README.md)
- [高品质后处理:十种故障艺术(Glitch Art)算法的总结与实现](https://zhuanlan.zhihu.com/p/148256756) | [GitHub Version](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E9%AB%98%E5%93%81%E8%B4%A8%E5%90%8E%E5%A4%84%E7%90%86%EF%BC%9A%E5%8D%81%E7%A7%8D%E6%95%85%E9%9A%9C%E8%89%BA%E6%9C%AF%EF%BC%88Glitch%20Art%EF%BC%89%E7%AE%97%E6%B3%95%E7%9A%84%E6%80%BB%E7%BB%93%E4%B8%8E%E5%AE%9E%E7%8E%B0/README.md)
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