自定义渲染通道是一种改变通用渲染管道(URP)如何渲染场景或场景中的对象的方法。自定义呈现通道(RenderPass)包含自己的Render代码,可以在注入点将其添加到RenderPass中。
【从UnityURP开始探索游戏渲染】专栏-直达
添加自定义呈现通道(RenderPass):
- 使用Scriptable render pass API创建自定义render pass的代码。
- 将自定的render pass注入到URP管线中的指定注入点中,有两种方式:
- 用RenderPipelineManager API注入自定义渲染通道
- 或者通过创建一个可脚本化的RendererFeature添加到URP渲染器中。
使用Scriptable render pass API创建自定义render pass
- Example custom render pass
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- internal class ColorBlitPass : ScriptableRenderPass
- {
- ProfilingSampler m_ProfilingSampler = new ProfilingSampler("ColorBlit");
- Material m_Material;
- RTHandle m_CameraColorTarget;
- float m_Intensity;
- public ColorBlitPass(Material material)
- {
- m_Material = material;
- renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
- }
- public void SetTarget(RTHandle colorHandle, float intensity)
- {
- m_CameraColorTarget = colorHandle;
- m_Intensity = intensity;
- }
- public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
- {
- ConfigureTarget(m_CameraColorTarget);
- }
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- var cameraData = renderingData.cameraData;
- if (cameraData.camera.cameraType != CameraType.Game)
- return;
- if (m_Material == null)
- return;
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(cmd, m_ProfilingSampler))
- {
- m_Material.SetFloat("_Intensity", m_Intensity);
- Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_CameraColorTarget, m_Material, 0);
- }
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
- CommandBufferPool.Release(cmd);
- }
- }
复制代码 将自定的render pass注入到URP管线中的指定注入点中
用RenderPipelineManager API注入自定义渲染通道
- 通过RenderPipelineManager的注入点委托提供执行时机,加上Camera的EnqueuePass方法注入自定义RenderPass。
- public class EnqueuePass : MonoBehaviour
- {
- [SerializeField] private BlurSettings settings;
- private BlurRenderPass blurRenderPass;
- private void OnEnable()
- {
- ...
- blurRenderPass = new BlurRenderPass(settings);
- // Subscribe the OnBeginCamera method to the beginCameraRendering event.
- RenderPipelineManager.beginCameraRendering += OnBeginCamera;
- }
- private void OnDisable()
- {
- RenderPipelineManager.beginCameraRendering -= OnBeginCamera;
- blurRenderPass.Dispose();
- ...
- }
- private void OnBeginCamera(ScriptableRenderContext context, Camera cam)
- {
- ...
- // Use the EnqueuePass method to inject a custom render pass
- cam.GetUniversalAdditionalCameraData()
- .scriptableRenderer.EnqueuePass(blurRenderPass);
- }
- }
复制代码 创建一个可脚本化的RendererFeature
此示例执行将屏幕染成绿色的全屏blit。
- 要创建自定义渲染通道,创建一个名为ColorBlitPass.cs的新c#脚本,然后从示例自定义渲染通道部分粘贴代码。
- 注意:这个例子使用了Blitter API。不要使用CommandBuffer。URP中的Blit API。更多信息请参考Blit。
- 使用上面定义好的定制Render Pass
- 要创建Scriptable RendererFeature,将自定义渲染通道添加到渲染循环中,请创建一个名为ColorBlitRendererFeature.cs的新c#脚本,然后将示例Scriptable RendererFeature部分中的代码粘贴进来。
- Example Scriptable Renderer Feature Scriptable Renderer Feature 添加 render pass 到渲染循环.
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- internal class ColorBlitRendererFeature : ScriptableRendererFeature
- {
- public Shader m_Shader;
- public float m_Intensity;
- Material m_Material;
- ColorBlitPass m_RenderPass = null;
- public override void AddRenderPasses(ScriptableRenderer renderer,
- ref RenderingData renderingData)
- {
- if (renderingData.cameraData.cameraType == CameraType.Game)
- renderer.EnqueuePass(m_RenderPass);
- }
- public override void SetupRenderPasses(ScriptableRenderer renderer,
- in RenderingData renderingData)
- {
- if (renderingData.cameraData.cameraType == CameraType.Game)
- {
- // Calling ConfigureInput with the ScriptableRenderPassInput.Color argument
- // ensures that the opaque texture is available to the Render Pass.
- m_RenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
- m_RenderPass.SetTarget(renderer.cameraColorTargetHandle, m_Intensity);
- }
- }
- public override void Create()
- {
- m_Material = CoreUtils.CreateEngineMaterial(m_Shader);
- m_RenderPass = new ColorBlitPass(m_Material);
- }
- protected override void Dispose(bool disposing)
- {
- CoreUtils.Destroy(m_Material);
- }
- }
复制代码
- 要创建将像素染成绿色的着色器代码,请创建一个着色器文件,然后从示例着色器部分粘贴代码。
- Example shader
- 着色器执行渲染的GPU端。它从相机中采样颜色纹理,然后输出绿色值设置为所选强度的颜色。
注意:与Blitter API一起使用的着色器必须是手工编码的着色器。图形着色器与Blitter API不兼容。- Shader "ColorBlit"
- {
- SubShader
- {
- Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
- LOD 100
- ZWrite Off Cull Off
- Pass
- {
- Name "ColorBlitPass"
- HLSLPROGRAM
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
-
- // The Blit.hlsl file provides the vertex shader (Vert),
- // the input structure (Attributes) and the output structure (Varyings)
- #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
- #pragma vertex Vert
- #pragma fragment frag
- // Set the color texture from the camera as the input texture
- TEXTURE2D_X(_CameraOpaqueTexture);
- SAMPLER(sampler_CameraOpaqueTexture);
- // Set up an intensity parameter
- float _Intensity;
- half4 frag (Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // Sample the color from the input texture
- float4 color = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, input.texcoord);
- // Output the color from the texture, with the green value set to the chosen intensity
- return color * float4(0, _Intensity, 0, 1);
- }
- ENDHLSL
- }
- }
- }
复制代码
- 将ColorBlitRendererFeature添加到当前URP Renderer资源中。有关更多信息,请参阅向URP渲染器添加渲染器功能。
- 要更改亮度,请调整Color Blit Renderer Feature组件中的Intensity属性。
注意:如果项目使用XR,为了使示例可视化,在项目中安装MockHMD XR插件包,然后将渲染模式属性设置为单通道实例化。
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/renderer-features/custom-rendering-pass-workflow-in-urp.html
【从UnityURP开始探索游戏渲染】专栏-直达
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