本文续前一篇《在Unity中使用ComputeShader(URP版本)》
https://blog.csdn.net/tangyin025/article/details/110938950
这次在URP环境中使用ShaderGraph+ComputeShader来实现群集模拟、渲染
在工程Assets目录下,新建一个HLSL文件:PointGPU.hlsl
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float3> _Positions;
#endif
float2 _Scale;
void ConfigureProcedural()
{
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
float3 position = _Positions[unity_InstanceID];
unity_ObjectToWorld = 0.0f;
unity_ObjectToWorld._m03_m13_m23_m33 = float4(position, 1.0f);
unity_ObjectToWorld._m00_m11_m22 = _Scale.x;
unity_WorldToObject = 0.0f;
unity_WorldToObject._m03_m13_m23_m33 = float4(-position, 1.0f);
unity_WorldToObject._m00_m11_m22 = _Scale.y;
#endif
}
void ShaderGraphFunction_float (float3 In, out float3 Out)
{
Out = In;
}
void ShaderGraphFunction_half (half3 In, out half3 Out)
{
Out = In;
}
按照前一篇,将Universal RP环境安装好,通过菜单 Asset | Create | Shader | Unlit Graph 创建New Shader Graph.shadergraph
双击该资源进入编辑模式,按下图建立好所有节点
注意,这里有两个Position节点,第一个是从Object Space开始,第二个是从World Space开始
第一个Custom Function节点类型为File,并将刚才的PointGPU.hlsl设置进来,添加对应的函数名ShaderGraphFunction,设置输入、输出接口
第二个Custom Function节点使用String类型,目的是开启instancing_options、procedural:ConfigureProcedural、editor_sync_compilation选项
新建Material:New Material 2.mat,将shader设置为刚才创建的New Shader Graph,并开启Instance
然后和上一篇一样,工程Reimport一下,确保没有错误。新建场景、新建Empty Object,挂载NewBehaviourScript1.cs,设置好Compute Shader、Material、Mesh等参数,就能运行了