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unity3d視頻教程

unity3d視頻教程

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從零基礎(chǔ)學(xué)習(xí)unity3d游戲引擎,簡(jiǎn)單易學(xué)的視頻教程,讓你快速掌握unity3d,并喜歡上游戲開(kāi)發(fā)的樂(lè)趣。

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Unity組件: 漸暈(和色差)

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The Vignetting image effect introduces darkening, blur and chromatic aberration (spectral color separation) at the edges and corners of the image. This is usually used to simulate a view through a camera lens but can also be used to create abstract effects.

漸暈圖像特效變?cè)趫D像的邊緣和拐角區(qū)域進(jìn)行變暗、模糊和色差 (光譜顏色分離)操作。這通常用于通過(guò)攝像機(jī)鏡頭的模擬視圖,但也可用于創(chuàng)建一些特殊的效果。


Example of Vignetting and chromatic Aberration. Notice how the screen corners darken and color separation (aberration) creates purple and slightly green color fringing.
漸暈和色差的例子。請(qǐng)注意屏幕四角如何變暗,分色(色差)會(huì)創(chuàng)建紫色,略帶綠色的彩色邊緣。

As with the other image 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(jìn)行使用,并且在使用之前必須安裝Pro Standard Assets。

Properties 屬性
  • Vignetting 漸暈
    The degree of darkening applied to the screen edges and corners. Choose 0 to disable this feature and save on performance.
    應(yīng)用到屏幕邊緣和角落變黑的程度。選擇0以禁用此功能,并節(jié)省性能。
  • Blurred Corners 角落模糊
    The amount of blur that is added to the screen corners. Choose 0 to disable this feature and save on performance.
    應(yīng)用到屏幕角落的模糊量。選擇0以禁用此功能,并節(jié)省性能。
  • Blur Distance 模糊距離
    The blur filter sample distance used when blurring corners.
    使用模糊角落時(shí),模糊過(guò)濾的采樣距離。
  • Aberration Mode 色差模式
    Advanced tries to model more aberration effects (the constant axial aberration existant on the entire image plane) while Simple only models tangential aberration (limited to corners).
    高級(jí)模式將嘗試模型有更多的色差效果(在整個(gè)圖像平面上存在的恒定軸向像差)。簡(jiǎn)單模式僅模型切線(xiàn)色差(限制于角落)。
  • Strength 強(qiáng)度
    Overall aberration intensity (not to confuse with color offset distance), defaults to 1.0.
    總體色差強(qiáng)度(不要與色彩偏移距離混淆),默認(rèn)為1.0。
  • Tangential Aberration 切線(xiàn)色差
    The degree of tangential chromatic aberration: Uniform on the entire image plane.
    切線(xiàn)色差的程度:在整個(gè)圖像屏幕統(tǒng)一。
  • Axial Aberration 軸向色差
    The degree of axial chromatic aberration: Scales with smaller distance to the image plane's corners.
    軸向色差的程度:帶有較小距離比例到圖像屏幕的角落。
  • Contrast Dependency 對(duì)比度依賴(lài)
    The bigger this value, the more contrast is needed for the aberration to trigger. Higher values are more realistic (in this case, an HDR input is recommended).
    此值越大,越需要對(duì)比度的像差來(lái)觸發(fā)。較高的值更逼真(在這種情況下,推薦使用HDR)
Advanced Mode 高級(jí)模式

Advanced mode is more expensive but offers a more realistic implementation of Chromatic Aberration.

高級(jí)模型更消耗性能,但提供更真實(shí)的色差。


The Advanced mode offers great control over our model of chromatic aberration -- also known as green or purple color fringing -- a common phenomenon in photography (also see image below).

高級(jí)模式提供了極大的控制模型的色差 -- 也被稱(chēng)為綠色或紫色的邊緣 -- 攝影中常見(jiàn)的現(xiàn)象(見(jiàn)下圖)。


Closeup view of color fringing. Note how around areas of great contrast purple and green shimmers seem to appear. This effect depends depends on the kind of camera or lens system being used. The effect is based on the fact that different wavelengths will be projected on different focal planes.

特寫(xiě)色差邊緣。注意周?chē)鷧^(qū)域巨大的反差,似乎紫色和綠色的發(fā)光。這種現(xiàn)象取決于所使用的相機(jī)或鏡頭系統(tǒng)。這是基于正真實(shí)的效果,不同的波長(zhǎng)被投影在不同的焦平面。

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(gè)特效需要顯卡擁有像素著色器(2.0)或 者OpenGL ES 2.0。臺(tái)式機(jī):2003年以后的NVIDIA顯卡(GeForce FX),2004年以后的AMD顯卡(Radeon 9500),2005年以后的Intel卡(GMA 900);移動(dòng)設(shè)備:OpenGL ES 2.0;控制臺(tái): 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(wú)法在用戶(hù)顯卡上運(yùn)行時(shí)將會(huì)自動(dòng)被關(guān)閉。

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