Unity3D 在Game窗口下查看Overdraw视图

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
————————————————
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

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