RenderFeature后处理

renderfeature可以方便的定义后处理
注意要插入postprocess之后,否者会被其他的renderTartget冲掉
https://bzyzhang.github.io/2021/01/31/2021-01-31-%EF%BC%88%E5%8D%81%E4%BA%8C%EF%BC%89URP%E4%B8%AD%E8%87%AA%E5%AE%9A%E4%B9%89%E5%90%8E%E5%A4%84%E7%90%86%E5%AE%9E%E4%BE%8B/
可以参考URP自带SSAO的实现
https://qiita.com/t-matsunaga/items/09343ae7c683269374c4 这个也可以参考
https://www.jianshu.com/p/ef5dfa7c7e0b // 后处理框架
可参考这个吧 https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/Scripts/Runtime/RenderPasses/DrawFullscreenPass.cs
https://alexanderameye.github.io/notes/scriptable-render-passes/ // boxblur

第一步

shader
新建一个image effect
在这里插入图片描述

第二步

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class CustomRenderPassFeature : ScriptableRendererFeature
{
    private class CustomRenderPass : ScriptableRenderPass
    {
        private CustomRPSettings _CustomRPSettings;
        private RenderTargetHandle _TemporaryColorTexture;

        private RenderTargetIdentifier _Source;
        private RenderTargetHandle _Destination;

        public CustomRenderPass(CustomRPSettings settings)
        {
            _CustomRPSettings = settings;
        }

        public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
        {
            _Source = source;
            _Destination = destination;
        }

        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
        {
            _TemporaryColorTexture.Init("_TemporaryColorTexture");
        }

        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get("My Pass");

            cmd.GetTemporaryRT(_TemporaryColorTexture.id, 
                renderingData.cameraData.cameraTargetDescriptor, FilterMode.Bilinear);
            cmd.Blit(source, _TemporaryColorTexture.Identifier(), m_Materials.uber);
            cmd.Blit(_TemporaryColorTexture.Identifier(), source);
            
            // 释放临时RT
            cmd.ReleaseTemporaryRT(_TemporaryColorTexture.id);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }

        public override void FrameCleanup(CommandBuffer cmd)
        {
            if (_Destination == RenderTargetHandle.CameraTarget)
            {
                cmd.ReleaseTemporaryRT(_TemporaryColorTexture.id);
            }
        }
    }

    [System.Serializable]
    public class CustomRPSettings
    {
        public Material Material;
        public RenderPassEvent PassEvent = RenderPassEvent.AfterRenderingPostProcessing;
    }

    public CustomRPSettings customRPSettings = new CustomRPSettings();
    private CustomRenderPass _ScriptablePass;

    public override void Create()
    {
        _ScriptablePass = new CustomRenderPass(customRPSettings);

        _ScriptablePass.renderPassEvent = customRPSettings.PassEvent;
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
     	// if (renderingData.cameraData.isSceneViewCamera) return;
        _ScriptablePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget);
        renderer.EnqueuePass(_ScriptablePass);
    }
}



如果是最后做的话

需要加

Blit(cmd, xxx, RenderTargetHandle.CameraTarget.id);

或者

if (this.renderPassEvent == RenderPassEvent.AfterRenderingPostProcessing)
{
    Blit(cmd, destination,BuiltinRenderTextureType.CameraTarget);
}
else
{ 
    Blit(cmd, destination, source);

}

_SourceTex

在这里插入图片描述

注意Bloom Blit

Bloom blit的时候会重写一个函数, 如下
目的是为了把上一个pass的结果应用到下一个pass

private new void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int passIndex = 0)
{
    cmd.SetGlobalTexture(SourceTexId, source);
    cmd.Blit(source, destination, material, passIndex);
}

如果优化的话

在这里插入图片描述
可以和_CameraColorTexture绑定起来
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/manual/renderer-features/how-to-fullscreen-blit-in-xr-spi.html

如果还是有bug

试试这种方法 结合 unity的 XR blit

https://github.com/zane133/CommandBufferDemo/blob/main/Assets/Scripts/RenderFeatures/SetRenderTarget/Passes/DrawAndBlitTestPass.cs
add pass的时候记得加 ConfigureInput

public override void AddRenderPasses(ScriptableRenderer renderer, ref 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.cameraColorTarget, m_Intensity);
         renderer.EnqueuePass(m_RenderPass);
     }
 }

Bilt

https://docs.unity3d.com/2020.3/Documentation/ScriptReference/Rendering.CommandBuffer.Blit.html

Blit函数可以把一个RT拷贝到另一个RT里
其中如果mat == null shader的输入属性应该为 _MainTex
记得要加

    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }

完整后处理shader

Shader "Hidden/TestRF"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        // No culling or depth
        Cull Off 
//        ZWrite Off ZTest Always

        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = TransformObjectToHClip(v.vertex.xyz);
                o.uv = v.uv;
                return o;
            }

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);

            half4 frag (v2f i) : SV_Target
            {
                half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                // just invert the colors
                col.rgb = 1 - col.rgb;
                return col;
            }
            ENDHLSL
        }
    }
}

要将Python处理的鸢尾花数据转换成HTML文件,可以使用前面提到的Jinja2模板引擎和Pandas库。 以下是一个简单的示例,假设有一个名为data的Pandas数据框: ```python import pandas as pd from jinja2 import Template # 加载数据集并转换成数据框 from sklearn.datasets import load_iris iris = load_iris() data = pd.DataFrame(iris.data, columns=iris.feature_names) data['target'] = iris.target_names[iris.target] # 定义模板 template = Template(''' <html> <head> <title>鸢尾花数据</title> <style> table { border-collapse: collapse; } th, td { border: 1px solid black; padding: 5px; } </style> </head> <body> <h1>鸢尾花数据</h1> <table> <thead> <tr> {% for col in data.columns %} <th>{{ col }}</th> {% endfor %} </tr> </thead> <tbody> {% for row in data.values %} <tr> {% for val in row %} <td>{{ val }}</td> {% endfor %} </tr> {% endfor %} </tbody> </table> </body> </html> ''') # 渲染模板并输出HTML文件 html = template.render(data=data) with open('iris.html', 'w') as f: f.write(html) ``` 上述代码中,我们首先使用Pandas库将加载的鸢尾花数据集转换成数据框,并为数据框添加了一个名为target的列,表示每个样本所属的鸢尾花种类。 然后,我们定义了一个Jinja2模板,其中使用了for循环和变量渲染了HTML表格,并使用了一些简单的CSS样式来美化表格。最后,我们将数据框传递给模板,并使用Jinja2的render方法生成HTML字符串,并将其写入到名为iris.html的文件中。 运行上述代码后,会生成一个名为iris.html的文件,其中包含渲染后的鸢尾花数据表格。
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