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