92962fef26
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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Markdown
193 lines
14 KiB
Markdown
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![XPL-Title-v2.jpg](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/XPL-Title-v2.jpg)
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<p>
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<a href="https://github.com/QianMo/X-PostProcessing-Library/blob/master/LICENSE">
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<img alt="GitHub license" src ="https://img.shields.io/github/license/QianMo/X-PostProcessing-Library" />
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</a>
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<img alt="Version" src ="https://img.shields.io/badge/version-1.1.6-blue" />
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<a href="https://github.com/QianMo/X-PostProcessing-Library/issues">
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<img alt="GitHub issues" src="https://img.shields.io/github/issues/QianMo/X-PostProcessing-Library">
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</a>
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<a href="https://github.com/QianMo/X-PostProcessing-Library/pulls">
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<img alt="GitHub pull requests" src ="https://img.shields.io/github/issues-pr/QianMo/X-PostProcessing-Library" />
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</a>
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# XPL: Unity引擎的高品质后处理库
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</p>
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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。
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**X-PostProcessing Library (XPL)** is a high quality post processing library for for Unity Post Processing Stack v2/LWRP/URP/HDRP
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<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"/>
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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。
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For more gallery , you can enter the specific post-processing effects sub-page in the [ Content ](#jump) section below.
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<br>
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<span id="jump">
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# 1. 目录 | Content
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</span>
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- ## 1.1 图像模糊型后处理 | Blur Effects
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- [Gaussian Blur](Assets/X-PostProcessing/Effects/GaussianBlur)
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- [Box Blur](Assets/X-PostProcessing/Effects/BoxBlur)
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- [Tent Blur](Assets/X-PostProcessing/Effects/TentBlur)
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- [Kawase Blur](Assets/X-PostProcessing/Effects/KawaseBlur)
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- [Dual Kawase Blur](Assets/X-PostProcessing/Effects/DualKawaseBlur)
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- [Dual Gaussian Blur](Assets/X-PostProcessing/Effects/DualGaussianBlur)
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- [Dual Box Blur](Assets/X-PostProcessing/Effects/DualBoxBlur)
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- [Dual Tent Blur](Assets/X-PostProcessing/Effects/DualTentBlur)
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- [Bokeh Blur](Assets/X-PostProcessing/Effects/BokehBlur)
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- [Tilt Shift Blur](Assets/X-PostProcessing/Effects/TiltShiftBlur)
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- [Tilt Shift Blur V2](Assets/X-PostProcessing/Effects/TiltShiftBlurV2)
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- [Iris Blur](Assets/X-PostProcessing/Effects/IrisBlur)
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- [Iris Blur V2](Assets/X-PostProcessing/Effects/IrisBlurV2)
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- [Grainy Blur](Assets/X-PostProcessing/Effects/GrainyBlur)
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- [Radial Blur](Assets/X-PostProcessing/Effects/RadialBlur)
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- [Radial Blur V2](Assets/X-PostProcessing/Effects/RadialBlurV2)
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- [Directional Blur](Assets/X-PostProcessing/Effects/DirectionalBlur)
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- ## 1.2 像素化型后处理 | Pixelate Effects
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- [Pixelize Quad](Assets/X-PostProcessing/Effects/PixelizeQuad)
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- [Pixelize Led](Assets/X-PostProcessing/Effects/PixelizeLed)
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- [Pixelize Leaf](Assets/X-PostProcessing/Effects/PixelizeLeaf)
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- [Pixelize Circle](Assets/X-PostProcessing/Effects/PixelizeCircle)
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- [Pixelize Diamond](Assets/X-PostProcessing/Effects/PixelizeDiamond)
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- [Pixelize Sector](Assets/X-PostProcessing/Effects/PixelizeSector)
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- [Pixelize Triangle](Assets/X-PostProcessing/Effects/PixelizeTriangle)
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- [Pixelize Hexagon](Assets/X-PostProcessing/Effects/PixelizeHexagon)
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- [Pixelize Hexagon Grid](Assets/X-PostProcessing/Effects/PixelizeHexagonGrid)
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- ## 1.3 边缘检测型后处理 | Edge Detection Effects
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- [Edge Detection Sobel](Assets/X-PostProcessing/Effects/EdgeDetectionSobel)
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- [Edge Detection Sobel Neon](Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeon)
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- [Edge Detection Sobel Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2)
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- [Edge Detection Roberts](Assets/X-PostProcessing/Effects/EdgeDetectionRoberts)
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- [Edge Detection Roberts Neon](Assets/X-PostProcessing/Effects/EdgeDetectionRobertsNeon)
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- [Edge Detection Roberts Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionRobertsNeonV2)
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- [Edge Detection Scharr](Assets/X-PostProcessing/Effects/EdgeDetectionScharr)
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- [Edge Detection Scharr Neon](Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeon)
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- [Edge Detection Scharr Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeonV2)
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- ## 1.4 故障艺术型后处理 | Glitch Effects
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- [Glitch Image Block](Assets/X-PostProcessing/Effects/GlitchImageBlock)
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- [Glitch Image Block V2](Assets/X-PostProcessing/Effects/GlitchImageBlockV2)
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- [Glitch Image Block V3](Assets/X-PostProcessing/Effects/GlitchImageBlockV3)
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- [Glitch Image Block V4](Assets/X-PostProcessing/Effects/GlitchImageBlockV4)
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- [Glitch Line Block](Assets/X-PostProcessing/Effects/GlitchLineBlock)
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- [Glitch Analog Noise](Assets/X-PostProcessing/Effects/GlitchAnalogNoise)
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- [Glitch Digital Stripe](Assets/X-PostProcessing/Effects/GlitchDigitalStripe)
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- [Glitch RGB Split](Assets/X-PostProcessing/Effects/GlitchRGBSplit)
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- [Glitch RGB Split V2](Assets/X-PostProcessing/Effects/GlitchRGBSplitV2)
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- [Glitch RGB Split V3](Assets/X-PostProcessing/Effects/GlitchRGBSplitV3)
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- [Glitch RGB Split V4](Assets/X-PostProcessing/Effects/GlitchRGBSplitV4)
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- [Glitch RGB Split V5](Assets/X-PostProcessing/Effects/GlitchRGBSplitV5)
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- [Glitch Scan Line Jitter](Assets/X-PostProcessing/Effects/GlitchScanLineJitter)
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- [Glitch Screen Jump](Assets/X-PostProcessing/Effects/GlitchScreenJump)
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- [Glitch Screen Shake](Assets/X-PostProcessing/Effects/GlitchScreenShake)
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- [Glitch Tile Jitter](Assets/X-PostProcessing/Effects/GlitchTileJitter)
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- [Glitch Wave Jitter](Assets/X-PostProcessing/Effects/GlitchWaveJitter)
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- ## 1.5 色彩调整型后处理 | Color Adjustment Effects
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- [Color Adjustment Bleach Bypass](Assets/X-PostProcessing/Effects/ColorAdjustmentBleachBypass)
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- [Color Adjustment Brightness](Assets/X-PostProcessing/Effects/ColorAdjustmentBrightness)
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- [Color Adjustment Contrast](Assets/X-PostProcessing/Effects/ColorAdjustmentContrast)
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- [Color Adjustment Contrast V2](Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV2)
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- [Color Adjustment Contrast V3](Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV3)
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- [Color Adjustment Hue](Assets/X-PostProcessing/Effects/ColorAdjustmentHue)
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- [Color Adjustment Lens Filter](Assets/X-PostProcessing/Effects/ColorAdjustmentLensFilter)
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- [Color Adjustment Saturation](Assets/X-PostProcessing/Effects/ColorAdjustmentSaturation)
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- [Color Adjustment Technicolor](Assets/X-PostProcessing/Effects/ColorAdjustmentTechnicolor)
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- [Color Adjustment Tint](Assets/X-PostProcessing/Effects/ColorAdjustmentTint)
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- [Color Adjustment White Balance](Assets/X-PostProcessing/Effects/ColorAdjustmentWhiteBalance)
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- [Color Adjustment Replace Color](Assets/X-PostProcessing/Effects/ColorReplace)
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- [Color Adjustment Replace Color V2](Assets/X-PostProcessing/Effects/ColorReplaceV2)
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- ## 1.6 渐晕型后处理 | Vignette Effects
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- [Aurora Vignette](Assets/X-PostProcessing/Effects/AuroraVignette)
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- [Rapid Vignette](Assets/X-PostProcessing/Effects/RapidVignette)
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- [Rapid Vignette V2](Assets/X-PostProcessing/Effects/RapidVignetteV2)
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- [Rapid Old TV Vignette](Assets/X-PostProcessing/Effects/RapidOldTVVignette)
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- [Rapid Old TV Vignette V2](Assets/X-PostProcessing/Effects/RapidOldTVVignetteV2)
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- ## 1.7 图像处理型后处理 | Image Processing Effects
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- [Sharpen V1](Assets/X-PostProcessing/Effects/SharpenV1)
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- [Sharpen V2](Assets/X-PostProcessing/Effects/SharpenV2)
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- [Sharpen V3](Assets/X-PostProcessing/Effects/SharpenV3)
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- Stylized Effects
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- Painting Effects
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- ...
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More effects and LWRP/URP/HDRP version will arrive soon.
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<br>
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# 2. 安装 | Installation
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有两种主要的安装X-PostProcessing Library的方法:
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- 【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。
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- 【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。
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You have two main ways to install X-PostProcessing Library :
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- **[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) .
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- **[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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<br>
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# 3. 使用 | Usage
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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:
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- `Add effect... > X-PostProcessing > 选择一种新的后处理`
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The new effect should be available for a post processing profile with different injection points,just like:
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- `Add effect... > X-PostProcessing > Choose an effect`
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<br>
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# 4. 环境 | Environment
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- 建议使用Unity 2017.2+。
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- 如果使用的是较旧版本的Unity(5.6 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)。
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- Unity 2017.2+ is recommended.
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- 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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<br>
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# 5. 文章 | Blog Post
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- [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)
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- [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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<br>
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