移除渲染包
This commit is contained in:
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@@ -1,89 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace MuHua {
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/// <summary>
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/// 轮廓渲染设置
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/// </summary>
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public class SRFOutlineSettings {
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/// <summary> 辅助材质 </summary>
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public Material unlit;
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/// <summary> 轮廓材质 </summary>
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public Material outline;
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/// <summary> 混合材质 </summary>
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public Material blend;
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/// <summary> 渲染对象 </summary>
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public Renderer[] renderObjs = new Renderer[0];
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/// <summary> 渲染事件 </summary>
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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}
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/// <summary>
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/// 轮廓渲染通道
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/// </summary>
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public class SRFOutlinePass : ScriptableRenderPass {
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public const string ProfilerTag = "Outline";
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/// <summary> 渲染设置 </summary>
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public SRFOutlineSettings settings;
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/// <summary> 临时纹理 </summary>
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public RTHandle tempRTHandle;
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/// <summary> 轮廓纹理 </summary>
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public RTHandle outlineRTHandle;
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/// <summary> 渲染前设置 </summary>
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public void Setup(SRFOutlineSettings settings, in RenderingData renderingData) {
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this.settings = settings;
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renderPassEvent = settings.renderPassEvent;
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RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
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descriptor.depthBufferBits = (int)DepthBits.None;
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RenderingUtils.ReAllocateIfNeeded(ref outlineRTHandle, descriptor, name: "OutlineRT");
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RenderingUtils.ReAllocateIfNeeded(ref tempRTHandle, descriptor, name: "TempRT");
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
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if (renderingData.cameraData.cameraType == CameraType.SceneView || renderingData.cameraData.cameraType == CameraType.Preview) return;
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CommandBuffer command = CommandBufferPool.Get(ProfilerTag);
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// 设置渲染目标为tempRTHandle
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CoreUtils.SetRenderTarget(command, tempRTHandle);
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// 清除纹理内容
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CoreUtils.ClearRenderTarget(command, ClearFlag.All, Color.clear);
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// 绘制渲染物体
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DrawRenderer(command, settings.unlit);
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// 设置tempRTHandle为outline的主纹理
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settings.outline.SetTexture("_MainTex", tempRTHandle);
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// 渲染出轮廓
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Blitter.BlitTexture(command, tempRTHandle, outlineRTHandle, settings.outline, 0);
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// 设置outlineRTHandle为blend的主纹理
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settings.blend.SetTexture("_MainTex", outlineRTHandle);
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// 把缓冲区的内容渲染到renderingData
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Blit(command, ref renderingData, settings.blend, 0);
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// 执行缓冲区
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context.ExecuteCommandBuffer(command);
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// 释放
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CommandBufferPool.Release(command);
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tempRTHandle.Release();
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outlineRTHandle?.Release();
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}
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public void DrawRenderer(CommandBuffer command, Material material) {
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for (int i = 0; i < settings.renderObjs.Length; i++) {
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Renderer renderer = settings.renderObjs[i];
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if (renderer == null) { continue; }
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// 遍历所有的子网格
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for (int subMeshIndex = 0; subMeshIndex < renderer.sharedMaterials.Length; subMeshIndex++) {
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command.DrawRenderer(renderer, material, subMeshIndex, 0);
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}
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}
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}
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}
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}
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@@ -1,69 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace MuHua {
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/// <summary>
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/// 渲染轮廓功能
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/// </summary>
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public class SRFOutline : ScriptableRendererFeature {
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[Tooltip("辅助材质")] public Material unlit;
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[Tooltip("轮廓材质")] public Material outline;
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[Tooltip("混合材质")] public Material blend;
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/// <summary> 渲染Event </summary>
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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/// <summary> 渲染对象 </summary>
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[HideInInspector] public List<Renderer> RenderObjs = new List<Renderer>();
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/// <summary> 是否有效 </summary>
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public bool IsValid => unlit != null && outline != null && blend != null;
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/// <summary> 渲染通道 </summary>
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private SRFOutlinePass outlinePass;
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/// <summary> 渲染设置 </summary>
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private SRFOutlineSettings settings;
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public override void Create() {
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outlinePass = new SRFOutlinePass();
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settings = new SRFOutlineSettings();
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
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if (!IsValid) { return; }
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RenderObjs.RemoveAll(obj => obj == null);
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settings.unlit = unlit;
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settings.outline = outline;
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settings.blend = blend;
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settings.renderObjs = RenderObjs.ToArray();
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settings.renderPassEvent = renderPassEvent;
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outlinePass.Setup(settings, renderingData);
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renderer.EnqueuePass(outlinePass);
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Dispose();
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}
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/// <summary> 添加到渲染队列 </summary>
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public void Add(Renderer renderer, bool isClear) {
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if (isClear) { Clear(); }
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if (!RenderObjs.Contains(renderer)) { RenderObjs.Add(renderer); }
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}
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/// <summary> 添加到渲染队列 </summary>
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public void Add(Renderer[] renderers, bool isClear) {
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if (isClear) { Clear(); }
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RenderObjs.AddRange(renderers);
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}
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/// <summary> 移出渲染队列 </summary>
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public void Remove(Renderer renderer) {
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if (RenderObjs.Contains(renderer)) { RenderObjs.Remove(renderer); }
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}
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/// <summary> 清空队列 </summary>
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public void Clear() {
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RenderObjs?.Clear();
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RenderObjs = new List<Renderer>();
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}
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}
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}
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Reference in New Issue
Block a user