最简单的后处理
一个最简单的颜色混合后处理,其余更复杂的后处理都可以在此基础上进行扩展
一个最简单的urp后处理,需要两个class
MyVolumeFeature 是显示在 UniversalRenderPipelineAsset_Renderer 面板上的,其上设定后处理参数
MyVolumeFeaturePass 是接受参数的,是后处理实际生效的地方,具体原理见注释
public class MyVolumeFeature : ScriptableRendererFeature
{
public Material Material; //UniversalRenderPipelineAsset_Renderer 面板,设置材质
private MyVolumeFeaturePass myPass;
public override void Create()
{
myPass = new MyVolumeFeaturePass();
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(myPass);
myPass.SetValue(renderer.cameraColorTarget, Material); //传递摄像机图像,和材质,给Pass 处理
}
}
public class MyVolumeFeaturePass : ScriptableRenderPass
{
private Material Material;//接受从Feature 面板设置的材质
private RenderTargetIdentifier source;//接受相机图像
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
//执行后处理
if (Material == null)
{
return;
}
CommandBuffer cmd = CommandBufferPool.Get();
//source //源图像
var dec = renderingData.cameraData.cameraTargetDescriptor; //目标图像
RenderTargetHandle tempTargetHandle=new RenderTargetHandle();
cmd.GetTemporaryRT(tempTargetHandle.id, dec);
cmd.Blit(source, tempTargetHandle.Identifier(), Material);
//核心命令CommandBuffer
cmd.Blit(tempTargetHandle.Identifier(), source); //相当于 Graphics.Blit
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public void SetValue(RenderTargetIdentifier source, Material material)
{
Material = material; //接受面板材质
this.source = source;
}
}
此时面板会增加一个Feature,添加拖入材质后处理即可生效
拖入材质要求,必须要有_MainTex 属性,此属性由Feature 传入,是后处理图像,名字不对则无法进行后处理
制作好后处理Shader 后,建立材质,拖入即可
最终效果