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GitHub license Version GitHub issues GitHub pull requests # XPL: Unity引擎的高品质后处理库

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 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 ](#jump) 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 ](#jump) section below.
# 1. 目录 | Content - ## 1.1 图像模糊型后处理 | Blur Effects - [Gaussian Blur](Assets/X-PostProcessing/Effects/GaussianBlur) - [Box Blur](Assets/X-PostProcessing/Effects/BoxBlur) - [Tent Blur](Assets/X-PostProcessing/Effects/TentBlur) - [Kawase Blur](Assets/X-PostProcessing/Effects/KawaseBlur) - [Dual Kawase Blur](Assets/X-PostProcessing/Effects/DualKawaseBlur) - [Dual Gaussian Blur](Assets/X-PostProcessing/Effects/DualGaussianBlur) - [Dual Box Blur](Assets/X-PostProcessing/Effects/DualBoxBlur) - [Dual Tent Blur](Assets/X-PostProcessing/Effects/DualTentBlur) - [Bokeh Blur](Assets/X-PostProcessing/Effects/BokehBlur) - [Tilt Shift Blur](Assets/X-PostProcessing/Effects/TiltShiftBlur) - [Tilt Shift Blur V2](Assets/X-PostProcessing/Effects/TiltShiftBlurV2) - [Iris Blur](Assets/X-PostProcessing/Effects/IrisBlur) - [Iris Blur V2](Assets/X-PostProcessing/Effects/IrisBlurV2) - [Grainy Blur](Assets/X-PostProcessing/Effects/GrainyBlur) - [Radial Blur](Assets/X-PostProcessing/Effects/RadialBlur) - [Radial Blur V2](Assets/X-PostProcessing/Effects/RadialBlurV2) - [Directional Blur](Assets/X-PostProcessing/Effects/DirectionalBlur) - ## 1.2 像素化型后处理 | Pixelate Effects - [Pixelize Quad](Assets/X-PostProcessing/Effects/PixelizeQuad) - [Pixelize Led](Assets/X-PostProcessing/Effects/PixelizeLed) - [Pixelize Leaf](Assets/X-PostProcessing/Effects/PixelizeLeaf) - [Pixelize Circle](Assets/X-PostProcessing/Effects/PixelizeCircle) - [Pixelize Diamond](Assets/X-PostProcessing/Effects/PixelizeDiamond) - [Pixelize Sector](Assets/X-PostProcessing/Effects/PixelizeSector) - [Pixelize Triangle](Assets/X-PostProcessing/Effects/PixelizeTriangle) - [Pixelize Hexagon](Assets/X-PostProcessing/Effects/PixelizeHexagon) - [Pixelize Hexagon Grid](Assets/X-PostProcessing/Effects/PixelizeHexagonGrid) - ## 1.3 边缘检测型后处理 | Edge Detection Effects - [Edge Detection Sobel](Assets/X-PostProcessing/Effects/EdgeDetectionSobel) - [Edge Detection Sobel Neon](Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeon) - [Edge Detection Sobel Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2) - [Edge Detection Roberts](Assets/X-PostProcessing/Effects/EdgeDetectionRoberts) - [Edge Detection Roberts Neon](Assets/X-PostProcessing/Effects/EdgeDetectionRobertsNeon) - [Edge Detection Roberts Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionRobertsNeonV2) - [Edge Detection Scharr](Assets/X-PostProcessing/Effects/EdgeDetectionScharr) - [Edge Detection Scharr Neon](Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeon) - [Edge Detection Scharr Neon V2](Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeonV2) - ## 1.4 故障艺术型后处理 | Glitch Effects - [Glitch Image Block](Assets/X-PostProcessing/Effects/GlitchImageBlock) - [Glitch Image Block V2](Assets/X-PostProcessing/Effects/GlitchImageBlockV2) - [Glitch Image Block V3](Assets/X-PostProcessing/Effects/GlitchImageBlockV3) - [Glitch Image Block V4](Assets/X-PostProcessing/Effects/GlitchImageBlockV4) - [Glitch Line Block](Assets/X-PostProcessing/Effects/GlitchLineBlock) - [Glitch Analog Noise](Assets/X-PostProcessing/Effects/GlitchAnalogNoise) - [Glitch Digital Stripe](Assets/X-PostProcessing/Effects/GlitchDigitalStripe) - [Glitch RGB Split](Assets/X-PostProcessing/Effects/GlitchRGBSplit) - [Glitch RGB Split V2](Assets/X-PostProcessing/Effects/GlitchRGBSplitV2) - [Glitch RGB Split V3](Assets/X-PostProcessing/Effects/GlitchRGBSplitV3) - [Glitch RGB Split V4](Assets/X-PostProcessing/Effects/GlitchRGBSplitV4) - [Glitch RGB Split V5](Assets/X-PostProcessing/Effects/GlitchRGBSplitV5) - [Glitch Scan Line Jitter](Assets/X-PostProcessing/Effects/GlitchScanLineJitter) - [Glitch Screen Jump](Assets/X-PostProcessing/Effects/GlitchScreenJump) - [Glitch Screen Shake](Assets/X-PostProcessing/Effects/GlitchScreenShake) - [Glitch Tile Jitter](Assets/X-PostProcessing/Effects/GlitchTileJitter) - [Glitch Wave Jitter](Assets/X-PostProcessing/Effects/GlitchWaveJitter) - ## 1.5 色彩调整型后处理 | Color Adjustment Effects - [Color Adjustment Bleach Bypass](Assets/X-PostProcessing/Effects/ColorAdjustmentBleachBypass) - [Color Adjustment Brightness](Assets/X-PostProcessing/Effects/ColorAdjustmentBrightness) - [Color Adjustment Contrast](Assets/X-PostProcessing/Effects/ColorAdjustmentContrast) - [Color Adjustment Contrast V2](Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV2) - [Color Adjustment Contrast V3](Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV3) - [Color Adjustment Hue](Assets/X-PostProcessing/Effects/ColorAdjustmentHue) - [Color Adjustment Lens Filter](Assets/X-PostProcessing/Effects/ColorAdjustmentLensFilter) - [Color Adjustment Saturation](Assets/X-PostProcessing/Effects/ColorAdjustmentSaturation) - [Color Adjustment Technicolor](Assets/X-PostProcessing/Effects/ColorAdjustmentTechnicolor) - [Color Adjustment Tint](Assets/X-PostProcessing/Effects/ColorAdjustmentTint) - [Color Adjustment White Balance](Assets/X-PostProcessing/Effects/ColorAdjustmentWhiteBalance) - [Color Adjustment Replace Color](Assets/X-PostProcessing/Effects/ColorReplace) - [Color Adjustment Replace Color V2](Assets/X-PostProcessing/Effects/ColorReplaceV2) - ## 1.6 渐晕型后处理 | Vignette Effects - [Aurora Vignette](Assets/X-PostProcessing/Effects/AuroraVignette) - [Rapid Vignette](Assets/X-PostProcessing/Effects/RapidVignette) - [Rapid Vignette V2](Assets/X-PostProcessing/Effects/RapidVignetteV2) - [Rapid Old TV Vignette](Assets/X-PostProcessing/Effects/RapidOldTVVignette) - [Rapid Old TV Vignette V2](Assets/X-PostProcessing/Effects/RapidOldTVVignetteV2) - ## 1.7 图像处理型后处理 | Image Processing Effects - [Sharpen V1](Assets/X-PostProcessing/Effects/SharpenV1) - [Sharpen V2](Assets/X-PostProcessing/Effects/SharpenV2) - [Sharpen V3](Assets/X-PostProcessing/Effects/SharpenV3) - Stylized Effects - Painting Effects - ... More effects and LWRP/URP/HDRP version will arrive soon.
# 2. 安装 | Installation 有两种主要的安装X-PostProcessing Library的方法: - 【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](Assets/Example/ExampleScene.unity) 开始。 - 【方法二】 将[X-PostProcessing](Assets/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](Assets/Example/ExampleScene.unity) . - **[Method 2]** Place the [X-PostProcessing](Assets/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 - 建议使用Unity 2017.2+。 - 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](https://github.com/QianMo/X-PostProcessing-Library/tree/master/Assets/PostProcessing-2) 替换为 [pps v2 2.1.8](https://github.com/Unity-Technologies/PostProcessing/tree/bec8546fc498db388cedadd14021cc7006338cc4)。 - Unity 2017.2+ is recommended. - if you use older versions of Unity (5.6 and 2017.1) , you need to replace [this folder](https://github.com/QianMo/X-PostProcessing-Library/tree/master/Assets/PostProcessing-2) with [pps v2 2.1.8](https://github.com/Unity-Technologies/PostProcessing/tree/bec8546fc498db388cedadd14021cc7006338cc4).
# 5. 文章 | Blog Post - [高品质后处理:十种图像模糊算法的总结与实现](https://zhuanlan.zhihu.com/p/125744132) | [GitHub Version](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E9%AB%98%E5%93%81%E8%B4%A8%E5%90%8E%E5%A4%84%E7%90%86%EF%BC%9A%E5%8D%81%E7%A7%8D%E5%9B%BE%E5%83%8F%E6%A8%A1%E7%B3%8A%E7%AE%97%E6%B3%95%E7%9A%84%E6%80%BB%E7%BB%93%E4%B8%8E%E5%AE%9E%E7%8E%B0/README.md) - [高品质后处理:十种故障艺术(Glitch Art)算法的总结与实现](https://zhuanlan.zhihu.com/p/148256756) | [GitHub Version](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E9%AB%98%E5%93%81%E8%B4%A8%E5%90%8E%E5%A4%84%E7%90%86%EF%BC%9A%E5%8D%81%E7%A7%8D%E6%95%85%E9%9A%9C%E8%89%BA%E6%9C%AF%EF%BC%88Glitch%20Art%EF%BC%89%E7%AE%97%E6%B3%95%E7%9A%84%E6%80%BB%E7%BB%93%E4%B8%8E%E5%AE%9E%E7%8E%B0/README.md)