您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

83 行
3.3 KiB

using UnityEngine;
namespace UnityEditor.VFXToolbox.ImageSequencer
{
class RemoveBackgroundBlendingProcessor : GPUFrameProcessor<RemoveBackgroundSettings>
{
public RemoveBackgroundBlendingProcessor(FrameProcessorStack processorStack, ProcessorInfo info)
: base("Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Unblend.shader", processorStack, info)
{ }
public override bool OnCanvasGUI(ImageSequencerCanvas canvas)
{
return false;
}
protected override bool DrawSidePanelContent(bool hasChanged)
{
var bgColor = m_SerializedObject.FindProperty("BackgroundColor");
EditorGUI.BeginChangeCheck();
using (new GUILayout.HorizontalScope())
{
EditorGUILayout.PropertyField(bgColor, VFXToolboxGUIUtility.Get("Background Color"));
if(GUILayout.Button(VFXToolboxGUIUtility.Get("Grab"),GUILayout.Width(40)))
{
if(InputSequence.length > 0)
{
InputSequence.RequestFrame(0);
Color background;
if (InputSequence.frames[0].texture is RenderTexture)
{
background = VFXToolboxUtility.ReadBack((RenderTexture)InputSequence.frames[0].texture)[0];
}
else
{
Texture2D inputFrame = (Texture2D)InputSequence.frames[0].texture;
RenderTexture rt = RenderTexture.GetTemporary(inputFrame.width, inputFrame.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
Graphics.Blit(inputFrame,rt);
background = VFXToolboxUtility.ReadBack(rt)[0];
RenderTexture.ReleaseTemporary(rt);
}
if (QualitySettings.activeColorSpace == ColorSpace.Linear)
background = background.gamma;
bgColor.colorValue = background;
}
}
}
if(EditorGUI.EndChangeCheck())
{
UpdateOutputSize();
Invalidate();
hasChanged = true;
}
GUILayout.Space(20);
EditorGUILayout.HelpBox("Please select a color corresponding to the solid background of the flipbook to try to reconstruct the pixel's color. \n\nThis filter will only work if your flipbook was rendered on a solid color background. Try the Grab button to fetch the upper left pixel of the first frame, or use the color picker.", MessageType.Info);
return hasChanged;
}
public override bool Process(int frame)
{
Texture tex = InputSequence.RequestFrame(frame).texture;
SetOutputSize(tex.width, tex.height);
m_Material.SetTexture("_MainTex", tex);
m_Material.SetColor("_BackgroundColor", settings.BackgroundColor);
ExecuteShaderAndDump(frame, tex);
return true;
}
public override string GetName()
{
return "Remove Background";
}
}
}