overdraw简单来说,就是一个像素在荧幕被绘制了多次。
在像素处理中,overdraw是最常见的性能瓶颈之一。
上个项目中优化过,全屏UI渲染时,游戏主场景在UI后重复绘制,导致完全没有必要的Overdraw。
引用冯乐乐的文章中的一句话
Unity提供了查看overdraw的视图,在Scene视图的RenderMode->Overdraw。当然这里的视图只是提供了查看物体遮挡的层数关系,并不是真正的最终屏幕绘制的overdraw。也就是说,可以理解为它显示的是如果没有使用任何深度检验时的overdraw。这种视图是通过把所有对象都渲染成一个透明的轮廓,通过查看透明颜色的累计程度,来判断物体的遮挡。
只关心结果的同学请直接跳转到最终实现方法
事情的起因是群里的一些讨论,感到好奇决定试试
“请教一下怎么弄在Game窗口显示? Unity技术太菜”
丑哥:“参考Editor反汇编出来的代码……抄一部分= =”
那好。从抄一部分开始
一开始尝试反编译UnityEditor中的
privatevoidPrepareCameraReplacementShader()
可是一直获取下面方法失败
using System.Runtime.CompilerServices;
internalstaticvoidSetSceneViewColors(Color wire, Color wireOverlay, Color selectedOutline, Color selectedWire)
{
Handles.INTERNAL_CALL_SetSceneViewColors(ref wire,ref wireOverlay, ref selectedOutline,ref selectedWire);
}
内嵌的C程序无法正常调用
试了几种方法无果后,放弃了。
如果大家有可以自由调用 [MethodImpl(MethodImplOptions.InternalCall)]方法的请不吝赐教,O(∩_∩)O谢谢
费了那么多话,进入正题。
具体实现思路请参阅资料Rendering with Replaced Shaders
主要应用了Camera.SetReplacementShader(Shader shader, string replacementTag);
这个方法可以让我们用指定的shader渲染场景
- f replacementTag is empty, then all objects in the scene are rendered with the given replacement shader.
- If replacementTag is not empty, then for each object that would be rendered:
- The real object’s shader is queried for the tag value.
- If it does not have that tag, object is not rendered.
- A subshader is found in the replacement shader that has a given tag with the found value. If no such subshader is found, object is not rendered.
- Now that subshader is used to render the object.
已经查出原因,黑屏效果是因为Camera renderpath是因为渲染问题场景摄像机被改成deffered 而不是Forward
正常应用Forwad即可,即是说不需要之后的单独写shader用Unity自带的的即可。代码也可以大大简化
也没查到UnityEditor下的shader源码, Hidden/SceneViewShowOverdraw
根据资料所说如果RenderType参数填空字符串,场景中所有渲染的shader都将替换成所提供的shader
Shader "Hidden/Overdraw"
{
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return fixed4(0.1, 0.04, 0.02, 0);
}
ENDCG
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 100
Fog{ Mode Off }
ZWrite On
ZTest LEqual
Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 100
Fog{ Mode Off }
ZWrite Off
ZTest LEqual
Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" }
LOD 100
Fog{ Mode Off }
ZWrite On
ZTest LEqual
Blend One One
Cull Back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
#if UNITY_EDITOR && (!(UNITY_ANDROID || UNITY_IOS))
using Engine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// 这个脚本挂在摄像机上才能正确运行
/// </summary>
[RequireComponent(typeof(Camera))]
public class DebugOverdrawMode : MonoBehaviour
{
public Shader m_OverdrawShader;
public bool setGameView = true;
private bool useGameView = true;
public bool setSceneView = false;
private bool useSceneView = false;
private Camera m_Camera;
private bool m_SceneFogSettings = false;
private CameraClearFlags m_ClearFlagSetting;
private Color m_BackGroundColor;
private SceneView view = null;
void Awake()
{
m_Camera = GetComponent<Camera>();
StoreParam();
view = SceneView.lastActiveSceneView;
}
//void OnLevelWasLoaded()
//{
// //每次场景加载取消雾效,缓存并在OnDisable后恢复
// m_SceneFogSettings = RenderSettings.fog;
// RenderSettings.fog = false;
//}
void StoreParam()
{
m_SceneFogSettings = RenderSettings.fog;
RenderSettings.fog = false;
m_ClearFlagSetting = m_Camera.clearFlags;
m_BackGroundColor = m_Camera.backgroundColor;
}
void OnEnable()
{
useGameView = setGameView;
useSceneView = setSceneView;
if (m_OverdrawShader == null)
{
m_OverdrawShader = Shader.Find("Hidden/Overdraw");
//m_OverdrawShader = UnityEditor.EditorGUIUtility.LoadRequired("SceneView/SceneViewShowOverdraw.shader") as Shader; //应用unity自带shader即可达到相同效果
}
if (m_OverdrawShader != null)
{
RenderSettings.fog = false;
if (useGameView)
{
if(m_Camera != null)
{
m_Camera.clearFlags = CameraClearFlags.Color;
m_Camera.backgroundColor = Color.black;
m_Camera.SetReplacementShader(m_OverdrawShader, "RenderType");
}
}
if(useSceneView)
{
view.SetSceneViewShaderReplace(m_OverdrawShader, "RenderType");
}
bChanged = true;
}
}
void OnDisable()
{
if (m_Camera != null)
{
RestoreParam();
}
}
void RestoreParam()
{
RenderSettings.fog = m_SceneFogSettings;
if (useGameView)
{
//m_Camera.SetReplacementShader(null, ""); //和下面效果相同
m_Camera.ResetReplacementShader();
m_Camera.backgroundColor = m_BackGroundColor;
m_Camera.clearFlags = m_ClearFlagSetting;
}
if (useSceneView)
{
view.SetSceneViewShaderReplace(null, "");
}
}
private void LateUpdate()
{
if (view != null)
{
view.LookAt(transform.position, transform.rotation, 0f);
}
if(setGameView != useGameView || setSceneView != useSceneView)
{
CoroutineManager.Instance.EnqueueAction(Restart());
}
if (useGameView && m_Camera.backgroundColor != Color.black)
{
m_Camera.backgroundColor = Color.black;
}
}
private IEnumerator Restart()
{
this.enabled = false;
yield return null;
this.enabled = true;
}
private void OnDestroy()
{
if (view != null)
{
view.LookAt(transform.position, transform.rotation, 5f);
}
}
//测试方法 为了方便切换 可在非运行模式下测试
bool bChanged;
bool bInited;
[ContextMenu("ChangeMode")]
public void ChangeMode()
{
if (bChanged)
{
RestoreParam();
}
else
{
if (!bInited)
{
m_Camera = GetComponent<Camera>();
StoreParam();
m_OverdrawShader = Shader.Find("Hidden/Overdraw");
bInited = true;
}
RenderSettings.fog = false;
m_Camera.clearFlags = CameraClearFlags.Color;
m_Camera.backgroundColor = Color.black;
m_Camera.SetReplacementShader(m_OverdrawShader, "");
}
bChanged = !bChanged;
}
}
#endif
挂载到MainCamera上即可, 通过MenuItem可以切换模式(偷懒的方法但是可在非运行状态下切换,正式请自行编写脚本Editor)
实现效果如下
正常模式:
OverDraw Game模式:
Scene下Overdraw模式
可以看出基本和原版相同
但可以看出shader中的代码
ZWrite Off ZTest Always
和实际应用上的绘制肯定是有区别的
下面是
Zwrite On ZTest LEqual的效果
具体效果还要根据实际情况修改shader
由于仅是好奇才实现了这种效果,具体在项目中并未真正应用,这只是一个不完全正确的Overdraw示意图,仅供参考
如有写错的地方或者大家可以找到原shader,还望不吝指教 谢谢~
O(∩_∩)O
参考文章:
https://forum.unity3d.com/threads/how-to-build-or-where-to-get-the-overdraw-shader-used-in-the-scene-view.74320/
https://forum.unity3d.com/threads/overdraw-of-opaque-and-transparent-geometry.463962/#post-3016027
4.18补充:
其实主要的代码仅有两句
Shader s_ShowOverdrawShader = (UnityEditor.EditorGUIUtility.LoadRequired("SceneView/SceneViewShowOverdraw.shader") as Shader);
Camera.main.SetReplacementShader(s_ShowOverdrawShader, "");
也可以替换SceneView/SceneViewShowMips.shader 查看mips
丑哥说明了:它这个没考虑z discard情况 只能大概看一下,精确的看还是要用驱动工具
Editor里的mipmap也是类似,它直接根据距离算了mipmap level,没考虑贴图可能压根没开的情况……
源码可以在这里找到
https://gist.github.com/aras-p/60377c7542a5175d520078ffa53d1275
需要翻墙
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版权声明:本文为CSDN博主「ComplicatedCc」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/complicatedcc/article/details/70214681