ModelTranslator: base 贴图写 PNG 前做 linear->sRGB 编码

Blender Image.pixels 对 sRGB 贴图返回线性值,直接写 Non-Color PNG 会偏暗;
现按 Unity sRGB 导入预期编码 RGB,alpha(AO/透明)保持原值。附单元测试。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
ud18010
2026-07-15 20:28:33 +08:00
co-authored by Claude Opus 4.8
parent ea93b3b217
commit 60c83a3765
2 changed files with 38 additions and 1 deletions
+15 -1
View File
@@ -33,6 +33,20 @@ def decode_sphere_map(enc01):
return np.concatenate([xy * 2.0, (l * 2.0 - 1.0)[..., None]], axis=-1)
def linear_to_srgb(c):
c = np.clip(c, 0.0, 1.0)
return np.where(c <= 0.0031308, c * 12.92,
1.055 * np.power(c, 1.0 / 2.4) - 0.055)
def encode_base_texture_for_png(rgba):
"""Base RGB is stored for Unity sRGB import; alpha keeps AO/opacity data."""
out = np.array(rgba, dtype=np.float32, copy=True)
out[..., :3] = linear_to_srgb(out[..., :3])
out[..., 3] = np.clip(out[..., 3], 0.0, 1.0)
return out
# ---------------- 以下仅在 Blender 内执行 ----------------
@@ -316,7 +330,7 @@ def _convert_material(mat, model_name, outdir, max_size, used_snames, src_dir):
stem = model_name if sname == model_name else "%s_%s" % (model_name, sname)
base_png = os.path.abspath(os.path.join(outdir, "%s_base.png" % stem))
mix_png = os.path.abspath(os.path.join(outdir, "%s_mix.png" % stem))
_save_png(base_png, base)
_save_png(base_png, encode_base_texture_for_png(base))
_save_png(mix_png, mix)
return {