Unity后期渲染指定的物体

Unity后期渲染指定的物体

在后期渲染过程中,难免会遇到需要对指定物体进行后期渲染,下面事我参考HightlightingEffect插件整理的针对特定物体做后期的渲染方式。基本思路:

  1. 创建一个相机ACamera通过Layer来渲染指定Layer的物体,主相机这对这些物体就不需要渲染.
  2. 创建一个RenderTexture去取ACamera通过引擎渲染管线输出的RenderTexture 。
  3. 在主相机的后期处理函数中(这里我选择了主相机下挂载脚本中的 void OnRenderImage(RenderTexture source, RenderTexture destination)函数)。
  4. 主相机通过引擎渲染管线道得到的source和ACamera 输出的RenderTexture做相应的颜色处理后输出到屏幕.

Unity引擎的脚本生命流程

在这里插入图片描述

参考脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class TargetObjectsBloom : MonoBehaviour
{


    [SerializeField]
    RawImage rawImage;//将StencilRTT图片通过这个映射到UI上
    public Camera refCam;
    [SerializeField]
    private Camera shaderCamera;
    [SerializeField]
    private RenderTexture stencilBuffer = null;

    public int stencilZBufferDepth = 0;

    public int _downsampleFactor = 4;
    // Blur iterations
    public int iterations = 2;

    // Blur minimal spread
    public float blurMinSpread = 0.65f;


    // Blur spread per iteration
    public float blurSpread = 0.25f;


    // Blurring intensity for the blur material
    public float _blurIntensity = 0.3f;

    // Blur Shader
    private static Shader _blurShader;
    private static Shader blurShader
    {
        get
        {
            if (_blurShader == null)
            {
                _blurShader = Shader.Find("Hidden/Highlighted/Blur");
            }
            return _blurShader;
        }
    }

    // Blur Material
    private static Material _blurMaterial = null;
    private static Material blurMaterial
    {
        get
        {
            if (_blurMaterial == null)
            {
                _blurMaterial = new Material(blurShader);
                _blurMaterial.hideFlags = HideFlags.HideAndDontSave;
            }
            return _blurMaterial;
        }
    }
    // Compositing Shader
    private static Shader _compShader;
    private static Shader compShader
    {
        get
        {
            if (_compShader == null)
            {
                _compShader = Shader.Find("Hidden/Highlighted/Composite");
            }
            return _compShader;
        }
    }
    // Compositing Material
    private static Material _compMaterial = null;
    private static Material compMaterial
    {
        get
        {
            if (_compMaterial == null)
            {
                _compMaterial = new Material(compShader);
                _compMaterial.hideFlags = HideFlags.HideAndDontSave;
            }
            return _compMaterial;
        }
    }

    // Camera for rendering stencil buffer GameObject
    private GameObject shaderCameraGO = null;
    // Start is called before the first frame update
    void Start()
    {
        //shaderCamera = GetComponent<Camera>();
        if (!shaderCameraGO)
        {
            shaderCameraGO = new GameObject("HighlightingCamera", typeof(Camera));
            shaderCameraGO.GetComponent<Camera>().enabled = false;
            shaderCameraGO.hideFlags = HideFlags.HideAndDontSave;
        }
        if (!shaderCamera)
        {
            shaderCamera = shaderCameraGO.GetComponent<Camera>();
        }

        if (shaderCamera != null)
        {
            shaderCamera.CopyFrom(refCam);
            //shaderCamera.projectionMatrix = refCam.projectionMatrix;		// Uncomment this line if you have problems using Highlighting System with custom projection matrix on your camera
            shaderCamera.cullingMask = (1 << LayerMask.NameToLayer("BB"));//如果自己设置了可以不用写
            shaderCamera.rect = new Rect(0f, 0f, 1f, 1f);
            shaderCamera.renderingPath = RenderingPath.VertexLit;
            shaderCamera.allowHDR = false;
            shaderCamera.useOcclusionCulling = false;
            shaderCamera.backgroundColor = new Color(0f, 0f, 0f, 0f);
            shaderCamera.clearFlags = CameraClearFlags.SolidColor;


            //清除前一帧的RTT
            if (stencilBuffer != null)
            {
                RenderTexture.ReleaseTemporary(stencilBuffer);
                stencilBuffer = null;
            }
            stencilBuffer = RenderTexture.GetTemporary((int)GetComponent<Camera>().pixelWidth, (int)GetComponent<Camera>().pixelHeight, stencilZBufferDepth, RenderTextureFormat.ARGB32);

            shaderCamera.targetTexture = stencilBuffer;
            if (rawImage != null)
            {
                rawImage.texture = stencilBuffer;
            }
        }
    }

    void OnPreRender()
    {
        //清除前一帧的RTT
        if (stencilBuffer != null)
        {
            RenderTexture.ReleaseTemporary(stencilBuffer);
            stencilBuffer = null;
        }
        stencilBuffer = RenderTexture.GetTemporary((int)GetComponent<Camera>().pixelWidth, (int)GetComponent<Camera>().pixelHeight, stencilZBufferDepth, RenderTextureFormat.ARGB32);

        shaderCamera.targetTexture = stencilBuffer;
        if (rawImage != null)
        {
            rawImage.texture = stencilBuffer;
        }
        shaderCamera.Render();

    }

    void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (stencilBuffer == null)
        {
            // Simply transfer framebuffer to destination
            Graphics.Blit(source, destination);
            return;
        }
        // Create two buffers for blurring the image
        int width = source.width / _downsampleFactor;
        int height = source.height / _downsampleFactor;
        RenderTexture buffer = RenderTexture.GetTemporary(width, height, stencilZBufferDepth, RenderTextureFormat.ARGB32);
        RenderTexture buffer2 = RenderTexture.GetTemporary(width, height, stencilZBufferDepth, RenderTextureFormat.ARGB32);


        // Copy stencil buffer to the 4x4 smaller texture
        DownSample4x(stencilBuffer, buffer);


        // Blur the small texture
        bool oddEven = true;
        for (int i = 0; i < iterations; i++)
        {
            if (oddEven)
            {
                FourTapCone(buffer, buffer2, i);
            }
            else
            {
                FourTapCone(buffer2, buffer, i);
            }

            oddEven = !oddEven;
        }

        // Compose
        compMaterial.SetTexture("_StencilTex", stencilBuffer);
        compMaterial.SetTexture("_BlurTex", oddEven ? buffer : buffer2);
        Graphics.Blit(source, destination, compMaterial);

        //Graphics.Blit(source, destination, compMaterial);

        // Cleanup
        RenderTexture.ReleaseTemporary(buffer);
        RenderTexture.ReleaseTemporary(buffer2);
        if (stencilBuffer != null)
        {
            RenderTexture.ReleaseTemporary(stencilBuffer);
            stencilBuffer = null;
        }

    }

    // Performs one blur iteration
    public void FourTapCone(RenderTexture source, RenderTexture dest, int iteration)
    {
        float off = blurMinSpread + iteration * blurSpread;
        blurMaterial.SetFloat("_OffsetScale", off);
        Graphics.Blit(source, dest, blurMaterial);
    }

    // Downsamples source texture
    private void DownSample4x(RenderTexture source, RenderTexture dest)
    {
        float off = 1.0f;
        blurMaterial.SetFloat("_OffsetScale", off);
        Graphics.Blit(source, dest, blurMaterial);
    }
}

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