Unity Shader Example 28 (Reuse Depth Buffer)

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
		}
	}
}



  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值