获取
private void Start()
{
Color32 color32;
float exp;
DecomposeHdrColor(color, out color32, out exp);
Debug.Log(exp);
}
private const byte k_MaxByteForOverexposedColor = 191;
public static void DecomposeHdrColor(Color linearColorHdr, out Color32 baseLinearColor, out float exposure)
{
baseLinearColor = linearColorHdr;
var maxColorComponent = linearColorHdr.maxColorComponent;
// replicate Photoshops's decomposition behaviour
if (maxColorComponent == 0f || maxColorComponent <= 1f && maxColorComponent >= 1 / 255f)
{
exposure = 0f;
baseLinearColor.r = (byte)Mathf.RoundToInt(linearColorHdr.r * 255f);
baseLinearColor.g = (byte)Mathf.RoundToInt(linearColorHdr.g * 255f);
baseLinearColor.b = (byte)Mathf.RoundToInt(linearColorHdr.b * 255f);
}
else
{
// calibrate exposure to the max float color component
var scaleFactor = k_MaxByteForOverexposedColor / maxColorComponent;
exposure = Mathf.Log(255f / scaleFactor) / Mathf.Log(2f);
// maintain maximal integrity of byte values to prevent off-by-one errors when scaling up a color one component at a time
baseLinearColor.r = Math.Min(k_MaxByteForOverexposedColor, (byte)Mathf.CeilToInt(scaleFactor * linearColorHdr.r));
baseLinearColor.g = Math.Min(k_MaxByteForOverexposedColor, (byte)Mathf.CeilToInt(scaleFactor * linearColorHdr.g));
baseLinearColor.b = Math.Min(k_MaxByteForOverexposedColor, (byte)Mathf.CeilToInt(scaleFactor * linearColorHdr.b));
}
}
设置?
public string property;
public MeshRenderer meshRenderer;
private Material material;
[Range(0f,10f)]
public float intensity;
private Color c;
private void Start()
{
material = meshRenderer.material;
c= material.GetColor(property);
}
void Update()
{
float factor = Mathf.Pow(2, intensity);
Color color = new Color(c.r* factor, c.g* factor, c.b* factor);
material.SetColor(property, color);
}
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