问题
I have some (proper, planar) YUV textures in Unity, and I just want to see them for dev use.
Is there actually a working YUV shader for Unity (their shader language variant) kicking around?
It's simple enough conceptually to convert from YUV to RGB .. but a bit fiddly.
回答1:
YUV to RGB conversion shader:
Shader "Hidden/YUVtoRGB"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed3 YUVtoRGB(fixed3 c)
{
fixed3 rgb;
rgb.r = c.x + c.z * 1.13983;
rgb.g = c.x + dot(fixed2(-0.39465, -0.58060), c.yz);
rgb.b = c.x + c.y * 2.03211;
return rgb;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 yuv = tex2D(_MainTex, i.uv);
fixed4 rgb = fixed4(YUVtoRGB(yuv.rgb), yuv.a);
return rgb;
}
ENDCG
}
}
}
回答2:
Just for the sake of putting in an answer,
you can very simply use only the Y channel of YUV,
and you will get, exactly, a monochrome version of the image.
So, in abstract pseudocode terms, merely do something like this ..
uint32_t grayscale_from_y(uint8_t y)
{
// when we want to show a YUV texture on screen
// for checking during development,
// you can be super lazy and just feed
// the "Y" to RGB upstream,
// set R G and B to the Y value, something like this:
uint32_t r = y;
uint32_t g = y;
uint32_t b = y;
return r + (g << 8) + (b << 16) + 0xff000000;
// (alpha is one there)
}
it may help someone !
来源:https://stackoverflow.com/questions/54299351/yuv-shader-for-unity