RenderTexture destination=new RenderTexture(source.width, source.height, 0); // //Shader sd = AssetDatabase.LoadAssetAtPath<Shader>("Assets/shaders/ColorToGradient.shader"); Shader sd = Shader.Find("Custom/PostprocessLUT"); Material mt = new Material(sd);
var stack = VolumeManager.instance.stack; Debug.Log(stack); // // Fetch all color grading settings var channelMixer = stack.GetComponent<ChannelMixer>(); var colorAdjustments = stack.GetComponent<ColorAdjustments>(); var curves = stack.GetComponent<ColorCurves>(); var liftGammaGain = stack.GetComponent<LiftGammaGain>(); var shadowsMidtonesHighlights = stack.GetComponent<ShadowsMidtonesHighlights>(); var splitToning = stack.GetComponent<SplitToning>(); var tonemapping = stack.GetComponent<Tonemapping>(); var whiteBalance = stack.GetComponent<WhiteBalance>();
// Prepare data //省略 switch (tonemapping.mode.value) { case TonemappingMode.Neutral: mt.EnableKeyword(ShaderKeywordStrings.TonemapNeutral); break; case TonemappingMode.ACES: mt.EnableKeyword(ShaderKeywordStrings.TonemapACES); break; default: break; // None }