本来是看了一个老外的视频,链接如下:
RenderFeature的Outline效果实现方法https://www.youtube.com/watch?v=LMqio9NsqmM
当时看的时候觉得视频动画做的挺炫酷,应该做得比较认真,实际上看起来很费劲,而且里面居然有错误代码(希望是我理解错误)。
对于渲染渲染管线这块基础薄弱(约等于没有)的我最终研究了两周才大概弄明白。主要感觉这老外代码比较啰嗦,实在有些误导我。这里把这个内容做一个浓缩,即解决实际问题,又比较简明易懂。自不量力做个改良写到下面,想喷就喷,洗耳恭听。
思路是这样,写一个RenderFeature,这个RenderFeature里面包含两个RenderPass,第一个RenderPass用于渲染需要实现Outline效果的层里面的物体,渲染使用了一个覆盖材质,这个材质是无光材质就可以了,渲染的颜色就是所在表面的法线值,渲染的目标是一个临时的RenderTexture,第二个RenderPass是通过Blit方法把前面的RenderTexture里面的内容使用一个Shader进行处理,生成外轮廓和面与面之间的转折线。
下面贴出RenderFeature的代码部分:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class ScreenSpaceOutlines : ScriptableRendererFeature
{
private class ViewSpaceNormalsTexturePass : ScriptableRenderPass
{
readonly RenderTargetHandle renderTargetHandle;
readonly List<ShaderTagId> shaderTagList;
readonly Material normalsMaterial;
private FilteringSettings filteringSettings;
public RenderTargetIdentifier normalsIdentifier { get { return renderTargetHandle.Identifier(); } }
public ViewSpaceNormalsTexturePass(LayerMask outlinesLayerMask)
{
normalsMaterial = new Material(Shader.Find("Hidden/ViewSpaceNormalsShader"));
shaderTagList = new List<ShaderTagId> {
new ShaderTagId("UniversalForward"),
new ShaderTagId("UniversalForwardOnly"),
new ShaderTagId("LightweightForward"),
new ShaderTagId("SRPDefaultUnlit")
};
renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
renderTargetHandle.Init("_SceneViewSpaceNormals");
filteringSettings = new FilteringSettings(RenderQueueRange.opaque, outlinesLayerMask);
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cmd.GetTemporaryRT(renderTargetHandle.id, cameraTextureDescriptor, FilterMode.Point);
ConfigureTarget(renderTargetHandle.Identifier());
ConfigureClear(ClearFlag.All, Color.clear);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (!normalsMaterial) { Debug.Log("!normalsMaterial"); return; }
CommandBuffer cmd = CommandBufferPool.Get();
DrawingSettings drawSettings = CreateDrawingSettings(shaderTagList, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
drawSettings.overrideMaterial = normalsMaterial;
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(renderTargetHandle.id);
}
}
private class ScreenSpaceOutlinePass : ScriptableRenderPass
{
readonly Material screenSpaceOutlineMaterial;
RenderTargetIdentifier cameraColorTarget;
RenderTargetIdentifier normalsIdentifier;
public ScreenSpaceOutlinePass(RenderTargetIdentifier normalsIdentifier)
{
renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
this.normalsIdentifier = normalsIdentifier;
screenSpaceOutlineMaterial = new Material(Shader.Find("Hidden/OutlineShader"));
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
cameraColorTarget = renderingData.cameraData.renderer.cameraColorTarget;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (!screenSpaceOutlineMaterial) { Debug.Log("!screenSpaceOutlineMaterial"); return; }
CommandBuffer cmd = CommandBufferPool.Get();
Blit(cmd, normalsIdentifier, cameraColorTarget, screenSpaceOutlineMaterial);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
ViewSpaceNormalsTexturePass viewSpaceNormalsTexturePass;
ScreenSpaceOutlinePass screenSpaceOutlinePass;
public override void Create()
{
viewSpaceNormalsTexturePass = new ViewSpaceNormalsTexturePass(outlinesLayerMask);
RenderTargetIdentifier normalsIdentifier = viewSpaceNormalsTexturePass.normalsIdentifier;
screenSpaceOutlinePass = new ScreenSpaceOutlinePass(normalsIdentifier);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(viewSpaceNormalsTexturePass);
renderer.EnqueuePass(screenSpaceOutlinePass);
}
[SerializeField]
LayerMask outlinesLayerMask;
}
下面是ViewSpaceNormalsShader的截图:
然后是OutlineShader的截图:
上图中用到了两个CustomFunction,第一个是GetCrossSampleUVs.hlsl,用于计算原始像素四角位置的UV值。其代码入下:
void GetCrossSampleUVs_float(float4 UV,float2 TexelSize,float OffsetMultiPlier,out float2 UVOriginal,out float2 UVTopRight,out float2 UVBottomLeft,out float2 UVTopLeft,out float2 UVBottomRight)
{
UVOriginal = UV;
UVTopRight = UV.xy + float2(TexelSize.x,TexelSize.y) * OffsetMultiPlier;
UVBottomLeft = UV.xy - float2(TexelSize.x,TexelSize.y) * OffsetMultiPlier;
UVTopLeft = UV.xy + float2(-TexelSize.x,TexelSize.y) * OffsetMultiPlier;
UVBottomRight = UV.xy + float2(TexelSize.x,-TexelSize.y) * OffsetMultiPlier;
}
第二个是RobertsCrossNormal.hlsl,用于计算边缘查找值。代码入下:
void RobertsCrossNormal_float(float3 TR,float3 BL,float3 TL, float3 BR,out float result)
{
result = dot((TR-BL),(TR-BL)) + dot((TL-BR),(TL-BR));
}
好了,内容就是这样了。