[Unity]将cubemap转换为全景图,并保存本地-使用全屏shader转换

在这里插入图片描述前言:使用全屏shader将cubemap转换为全景图,发现这部分内容挺少的。不过比较简单就直接贴上去罢。

00-获取测试用的cubemap

直接使用反射探针bake一个,文件放在场景文件同级
在这里插入图片描述

01写一个转换shader

这个shader负责转换为等距柱状图,_TestCube输入之前bake好的cubemap。

Shader "Hidden/HD/CubemapOutput"
{
    Properties
    {
        _idx("Index", Float) = 0
        _TestCube("Test Cubemap", CUBE)= ""{}
    }


    SubShader
    {
        Tags{ "RenderPipeline" = "HDRenderPipeline" }
        Pass
        {
            Cull   Off
                ZTest  Always
                ZWrite Off
                Blend  Off

                HLSLPROGRAM
                #pragma target 4.5

                #pragma vertex Vert
                #pragma fragment Frag

                #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
                // #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"
                #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"


                #define PI    3.141592653589793
                #define TWOPI 6.283185307179587

                TEXTURECUBE(_TestCube);
            int _idx;
            SAMPLER(sampler_TestCube);

            struct Attributes
            {
                uint vertexID : SV_VertexID;
                //float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct Varyings
            {
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            Varyings Vert(Attributes input)
            {
                Varyings output;
                output.vertex = GetFullScreenTriangleVertexPosition(input.vertexID);
                // output.vertex =  TransformObjectToHClip(input.vertex.xyz);
                input.uv = (output.vertex.xy/output.vertex.w + 1) * 0.5;
                #ifdef UNITY_UV_STARTS_AT_TOP
                input.uv.y = 1 - input.uv.y;
                #endif
                output.uv = input.uv * float2(TWOPI, PI);
                return output;
            }

            float4 Frag(Varyings i) : SV_TARGET
            {
                float theta = i.uv.y;
                float phi = i.uv.x;
                float3 unit = float3(0,0,0);

                unit.x = sin(phi) * sin(theta) * -1;
                unit.y = cos(theta) * -1;
                unit.z = cos(phi) * sin(theta) * -1;

                return SAMPLE_TEXTURECUBE(_TestCube,sampler_TestCube,unit);
            }
            ENDHLSL
            }
    }
}

03输出脚本

这里写了个mono脚本,然后重写了gui,之后面板大概长这样。gui重写脚本在04节
在这里插入图片描述
● Load按钮:负责创建render texture,然后记录shader的输出结果
● save按钮:创建texture2D,写入数据,保存

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using System.IO;
using Object = UnityEngine.Object;

[ExecuteInEditMode]
public class OutputPano : MonoBehaviour
{
    private const string SAVE_SUFFIX = ".exr";

    [SerializeField] private Material m_mat;
    [Serializable]
    public class SaveSettings
    {
        public string saveDir = "Assets/Output/";
        public string saveName = "CurretHDRI";
        public int2 resolution = new int2(2048, 1024);
    }

    public SaveSettings saveSettings = new SaveSettings();
    private RenderTexture _rt;
    // [SerializeField] private ComputeShader _computeShader;
    private int _kernelIndex;
    public void Load()
    {
        CreateRT();
    }

    private void CreateRT()
    {
        int resolution_x = saveSettings.resolution.x;
        int resolution_y = saveSettings.resolution.y;
        // m_mat = GetComponent<Renderer>().sharedMaterial;
        _rt = new RenderTexture(resolution_x, resolution_y, 0, RenderTextureFormat.ARGBFloat){enableRandomWrite = true};//GraphicsFormat.R16G16B16A16_SFloat
        _rt.Create();
        Graphics.Blit(_rt, _rt,m_mat);
    }

    private void SaveTex(Texture2D tex)
    {
        string save_path = saveSettings.saveDir + saveSettings.saveName + SAVE_SUFFIX;
        byte[] exrData = tex.EncodeToEXR();
        File.WriteAllBytes(save_path,exrData);

        Debug.Log("Success " + save_path);
    }

    public void ShadeRTtoTex()
    {
        Texture2D texTosave = new Texture2D(saveSettings.resolution.x,saveSettings.resolution.y, TextureFormat.RGBAFloat, false);

        // RenderTexture.active = _rt;
        Graphics.SetRenderTarget(_rt);

        texTosave.ReadPixels(new Rect(0,0,saveSettings.resolution.x,saveSettings.resolution.y),0,0);
        texTosave.Apply();

        string save_path = saveSettings.saveDir + saveSettings.saveName + SAVE_SUFFIX;
        byte[] exrData = ImageConversion.EncodeToEXR(texTosave);
        File.WriteAllBytes(@save_path,exrData);

        Debug.Log("Success " + save_path);

        //RenderTexture.active = null;
        Object.DestroyImmediate(texTosave);

    }
}

04 GUI

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(OutputPano))]
public class OutputPanoScriptEditor : Editor
{
    private OutputPano instance;

    private void OnEnable()
    {
        instance = target as OutputPano;
    }

    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        GUILayout.Space(30);
        if (GUILayout.Button("Load", GUILayout.Height(30)))
        {
            instance.Load();
        }

        GUILayout.Space(30);
        if (GUILayout.Button("Save To Disk", GUILayout.Height(30)))
        {
            instance.ShadeRTtoTex2();
        }
    }
}

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