两个相机,同一个位置,渲染不同层次的物体,也可以有深度关系的一种做法。
1. 层次结构
SceneCamera 只渲染 除特效层以外的 物体,(特效层 cameraEffect)
EffectCamera 只渲染 特效层 的物体,
2. SceneCamera 的设置:
Culling Mask : 去除 特效层次,cameraEffect
添加RenderTexture : EffectTexture
添加SceneCameraRTMgr : 为了把 EffectTexture的颜色变成黑色,但是会保存 depth Buffer.
脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SceneCamerRTMgr : MonoBehaviour {
public Shader delMainColShader;
private Material _delMainColMat;
void Start()
{
_delMainColMat = new Material(delMainColShader);
}
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination, _delMainColMat);
}
}
Shader:
Shader "Hidden/DelMainCol"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
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 = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
return fixed4(0, 0, 0, 0);
}
ENDCG
}
}
}
目的只渲染场景的物体。
3. EffectCamera 的设置:
Culling Mask : cameraEffect ,(为了只渲染特效)
Clear Flags : Dont Clear. (因为EffectTexture被清空了颜色,这里就是为了不清空 EffectTexture的深度信息,可以让 EffectCamera 渲染的时候,利用 EffectTexture的深度缓存)
最后的结果就是, EffectCamera 利用 EffectTexture 的深度缓存来渲染,这样就可以进行深度测试。
4. Main Camera:
Culling Mask : 去掉CameraEffect, 不渲染特效。
脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectBloom : MonoBehaviour {
public RenderTexture effectBloomRT;
public Shader blendFactorShader;
private Material _blendFactorMat;
public Shader bloomEffectShader;
private Material _bloomEffectMat;
private void Start()
{
_blendFactorMat = new Material(blendFactorShader);
_bloomEffectMat = new Material(bloomEffectShader);
}
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
RenderTexture tempBlendFactorRT = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
Graphics.Blit(effectBloomRT, tempBlendFactorRT, _blendFactorMat);
_bloomEffectMat.SetTexture("_BlendFactorTex", tempBlendFactorRT);
_bloomEffectMat.SetTexture("_EffectBloomTex", effectBloomRT);
Graphics.Blit(source, destination, _bloomEffectMat);
RenderTexture.ReleaseTemporary(tempBlendFactorRT);
}
}
Shader :
Shader "Hidden/BlendFactor"
{
Properties
{
_MainTex("_MainTex", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
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 = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return fixed4(col.a, 0, 0, 1);
}
ENDCG
}
}
}
Shader "Hidden/BloomEffect"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BlendFactorTex("Blend Factor Textrue", 2D) = "white" {}
_EffectBloomTex("Effect Bloom Textrue", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
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 = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _BlendFactorTex;
sampler2D _EffectBloomTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 mainCol = tex2D(_MainTex, i.uv);
fixed4 effectCol = tex2D(_EffectBloomTex, i.uv);
fixed4 blendFactorCol = tex2D(_BlendFactorTex, i.uv);
fixed factor = blendFactorCol.r;
//fixed factor = (effectCol.r + effectCol.g + effectCol.b) * 0.333333;
//fixed4 resCol = lerp(mainCol, effectCol, factor);
fixed4 resCol = 3 * effectCol * factor + mainCol;
return resCol;
}
ENDCG
}
}
}