记录一下最近工作中碰到的有关于模板缓冲相关的问题

记录一下最近工作中碰到的有关于模板缓冲相关的问题

起因是重做动态头像,之前的实现方案是美术用粒子系统做的帧动画,这种方案消耗相对较大,是不可取的
一开始想到的解决方案是用sprite替代粒子,用计时器去切换Image的sprite,这也存在一些问题,例如在每帧切换sprite会导致额外的开销,最理想也是最合理的解决方案时通过shader来实现帧动画,本质上是通过uv偏移来实现

Shader "Unlit/dynimacHead"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
		_RowAmount("RowAmount", float) = 4
		_ColumnAmount("ColumnAmount", float) = 4
		_Speed("Speed", Range(1, 100)) = 30
    }
    SubShader
    {
        Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjection" = "True" }

        Pass
        {
	        ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
            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;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _RowAmount;
            float _ColumnAmount;
            float _Speed;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
				float time = floor(_Time.y * _Speed);       //通过_Speed控制时间的快慢
				float row = floor(time / _RowAmount);       //表示当前时间应该跑到第几行了
				float column = time - row * _RowAmount;     //表示当前时间应该跑到第几列了
				half2 uv = i.uv + half2(column, -row);      //往右走列数增加,往下走行数减少,最好在unity中自己测试一下
				uv.x /= _RowAmount;                         //将原本采样UV的x缩小_RowAmount倍
				uv.y /= _ColumnAmount;                      //将原本采样UV的y缩小_ColumnAmount倍
                fixed4 col = tex2D(_MainTex, uv);
                return col;
            }
            ENDCG
        }
    }
}

上面的shader实现了帧动画的功能,但存在的问题是当Image在mask下时,不能正确的被剪切,这是因为没有开启Stencil

Properties
{
    ...
    _StencilComp("Stencil Comparison", Float) = 8
    _Stencil("Stencil ID", Float) = 0
    _StencilOp("Stencil Operation", Float) = 0
    _StencilWriteMask("Stencil Write Mask", Float) = 255
    _StencilReadMask("Stencil Read Mask", Float) = 255
}
...
SubShader {
    Stencil
    {
        Ref[_Stencil]
        Comp[_StencilComp]
        Pass[_StencilOp]
        ReadMask[_StencilReadMask]
        WriteMask[_StencilWriteMask]
    }
    ...
}

加入stencil后,需要设置对应的stencil id,这里需要取mask的stencil id

var mat = GetComponent<Image>().materialForRendering;
var stencilId = mat.GetInt("_Stencil")
// 通过materialForRendering获取渲染时材质,直接用material的话无法取到正确的材质

到这里就基本完成了功能,然而这也不是最完美的方案,比如所有动态头像公用同一个材质球,却处在不同的环境(有无mask)下时,stencil导致不应该有的问题(无mask下的也会被剪切掉),这就导致需要给每个头像动态创建材质,并且需要创建对象池管理。

好在我们可以通过扩展UGUI Image的默认shader。直接copy UI-Default.shader,加入uv偏移的代码,这样可以融入UGUI的生命周期,不需要我们去考虑各种情况下会出现的问题

Shader "UI/UISequenceFrame"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        
        _RowAmount("RowAmount", float) = 4
		_ColumnAmount("ColumnAmount", float) = 4
		_Speed("Speed",Range(1, 100)) = 15

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }
    
    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }
        
        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }
        
        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]
        
        Pass
        {
            Name "UISequenceFrame"
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
            #include "UnityCG.cginc"
            #include "UnityUI.cginc"
            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

             struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            float _RowAmount;
            float _ColumnAmount;
            float _Speed;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.worldPosition = v.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                OUT.color = v.color * _Color;
                return OUT;
            }
            
            fixed4 frag(v2f IN) : SV_Target
            {
                float time = floor(_Time.y * _Speed);  
                float row = floor(time / _RowAmount);  
                float column = time - row * _RowAmount;
                half2 uv = IN.texcoord + half2(column, -row);
                uv.x /= _RowAmount;   
                uv.y /= _ColumnAmount;
            
                half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * IN.color;

                #ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                return color;
            }
            ENDCG
        }
    }
}

modify : 2021-7-20

应需求需要给动态头像添加置灰效果,故此在Shader中加入置灰相关逻辑

// 常用的置灰公式
color.r * 0.299 + color.g * 0.518 + color.b * 0.184

修改之前的shader,加入置灰相关处理

Shader "UI/UISequenceFrame"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        
        _RowAmount("RowAmount", float) = 4
		_ColumnAmount("ColumnAmount", float) = 4
		_Speed("Speed",Range(1, 100)) = 15

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15
        _GrayScale("Gray Scale", Range(0, 1)) = 1

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }
    
    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }
        
        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }
        
        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]
        
        Pass
        {
            Name "UISequenceFrame"
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
            #include "UnityCG.cginc"
            #include "UnityUI.cginc"
            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

             struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            
            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            float _RowAmount;
            float _ColumnAmount;
            float _Speed;
            float _GrayScale;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.worldPosition = v.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                OUT.color = v.color * _Color;
                return OUT;
            }
            
            fixed4 frag(v2f IN) : SV_Target
            {
                float time = floor(_Time.y * _Speed);  
                float row = floor(time / _RowAmount);  
                float column = time - row * _RowAmount;
                half2 uv = IN.texcoord + half2(column, -row);
                uv.x /= _RowAmount;   
                uv.y /= _ColumnAmount;
            
                half4 color = (tex2D(_MainTex, uv) + _TextureSampleAdd) * IN.color;
                
                fixed4 cc = 0;
                cc.rgb = color.r * 0.299 + color.g * 0.518 + color.b * 0.184;
                cc.rgb = lerp(color.rgb, cc.rgb, _GrayScale);
                cc.a = color.a * _Color.a;
                color = cc;

                #ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                return color;
            }
            ENDCG
        }
    }
}
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