Awesome
<p> <a href="https://github.com/QianMo/X-PostProcessing-Library/blob/master/LICENSE"> <img alt="GitHub license" src ="https://img.shields.io/github/license/QianMo/X-PostProcessing-Library" /> </a> <img alt="Version" src ="https://img.shields.io/badge/version-1.1.6-blue" /> <a href="https://github.com/QianMo/X-PostProcessing-Library/issues"> <img alt="GitHub issues" src="https://img.shields.io/github/issues/QianMo/X-PostProcessing-Library"> </a> <a href="https://github.com/QianMo/X-PostProcessing-Library/pulls"> <img alt="GitHub pull requests" src ="https://img.shields.io/github/issues-pr/QianMo/X-PostProcessing-Library" /> </a>XPL: Unity引擎的高品质后处理库
</p>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。
X-PostProcessing Library (XPL) is a high quality post processing library for for Unity Post Processing Stack v2/LWRP/URP/HDRP
<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"/>
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 部分的具体后处理特效子页面中查看。
For more gallery , you can enter the specific post-processing effects sub-page in the Content section below.
<br> <span id="jump">1. 目录 | Content
</span>-
1.1 图像模糊型后处理 | Blur Effects
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1.2 像素化型后处理 | Pixelate Effects
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1.3 边缘检测型后处理 | Edge Detection Effects
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1.4 故障艺术型后处理 | Glitch Effects
- Glitch Image Block
- Glitch Image Block V2
- Glitch Image Block V3
- Glitch Image Block V4
- Glitch Line Block
- Glitch Analog Noise
- Glitch Digital Stripe
- Glitch RGB Split
- Glitch RGB Split V2
- Glitch RGB Split V3
- Glitch RGB Split V4
- Glitch RGB Split V5
- Glitch Scan Line Jitter
- Glitch Screen Jump
- Glitch Screen Shake
- Glitch Tile Jitter
- Glitch Wave Jitter
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1.5 色彩调整型后处理 | Color Adjustment Effects
- Color Adjustment Bleach Bypass
- Color Adjustment Brightness
- Color Adjustment Contrast
- Color Adjustment Contrast V2
- Color Adjustment Contrast V3
- Color Adjustment Hue
- Color Adjustment Lens Filter
- Color Adjustment Saturation
- Color Adjustment Technicolor
- Color Adjustment Tint
- Color Adjustment White Balance
- Color Adjustment Replace Color
- Color Adjustment Replace Color V2
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1.6 渐晕型后处理 | Vignette Effects
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1.7 图像处理型后处理 | Image Processing Effects
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Stylized Effects
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Painting Effects
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...
More effects and LWRP/URP/HDRP version will arrive soon.
<br>2. 安装 | Installation
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 开始。
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【方法二】 将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。
You have two main ways to install X-PostProcessing Library :
- [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 .
- [Method 2] Place the X-PostProcessing folder anywhere in your project, make sure that Post Processing Stack v2 is in the project as well, and enjoy.
3. 使用 | Usage
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:
Add effect... > X-PostProcessing > 选择一种新的后处理
The new effect should be available for a post processing profile with different injection points,just like:
Add effect... > X-PostProcessing > Choose an effect
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 替换为 pps v2 2.1.8。
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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 with pps v2 2.1.8.