参考的主要还是URP的代码,这里誊抄的主要目的是熟悉SRP的编写过程,最后完成一套框架。
参考地址:https://gitee.com/yichichunshui/srpframework.git
版本号:b733bdadf9c53b97f133d46d035375cc24a630a5
本节是SRPFramework的第2节。
具体完成如下的任务:
1、实现透明物体的绘制
创建透明shader:
Shader "Unlit/Transparent"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "LightMode"="SRPRenderPipeline"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
{
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;
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
{
return fixed4(1,1,0,0.5f);
}
ENDCG
}
}
}
注意这里的queue设置为transpant。而不是renderType=Transparent,这里我遇到一个坑。
创建透明材质:
这里如果选择是From Shader,则一定要设置好Queue=Transparent。
在forwardrender中增加一个m_transparentPass:
using System.Collections;
using System.Collections.Generic;
using SRP;
using UnityEngine;
using UnityEngine.Rendering;
public class ForwardRender : ScriptRenderBase
{
public DrawObjectPass m_drawObjectPass;
public DrawSkybox m_drawSkybox;
public DrawObjectPass m_transparentPass;
public ForwardRender()
{
m_drawObjectPass = new DrawObjectPass("Draw Opaque", SortingCriteria.CommonOpaque, RenderQueueRange.opaque);
m_drawSkybox = new DrawSkybox();
m_transparentPass = new DrawObjectPass("Draw Transparent", SortingCriteria.CommonTransparent, RenderQueueRange.transparent);
}
public override void Init(ScriptableRenderContext context, ref RenderData renderData)
{
AddPass(m_drawObjectPass);
AddPass(m_drawSkybox);
AddPass(m_transparentPass);
}
}
重新写DrawObjectPass:
using System.Collections;
using System.Collections.Generic;
using SRP;
using UnityEngine;
using UnityEngine.Rendering;
public class DrawObjectPass : RenderPassBase
{
private List<ShaderTagId> m_drawShaderIDs;
private FilteringSettings m_filterSettings;
private DrawingSettings m_drawSettings;
private SortingCriteria m_sortingCriteria;
private RenderQueueRange m_renderQueueRange;
private ProfilingSampler m_profilingSampler;
public DrawObjectPass(string profileTag, SortingCriteria sortingCriteria, RenderQueueRange renderQueueRange)
{
m_sortingCriteria = sortingCriteria;
m_renderQueueRange = renderQueueRange;
m_drawShaderIDs = new List<ShaderTagId>();
m_drawShaderIDs.Add(new ShaderTagId("SRPRenderPipeline"));
//m_drawShaderIDs.Add(new ShaderTagId("SRPDefaultUnlit"));
LayerMask layerMask = -1;
m_filterSettings = new FilteringSettings(m_renderQueueRange, layerMask);
m_profilingSampler = new ProfilingSampler(profileTag);
}
public override void Execute(ScriptableRenderContext context, ref RenderData renderData)
{
SortingSettings sortingSettings = new SortingSettings(renderData.m_cameraData.m_camera) { criteria = m_sortingCriteria };
m_drawSettings = new DrawingSettings(m_drawShaderIDs[0], sortingSettings);
for (int i = 1; i < m_drawShaderIDs.Count; ++i)
{
m_drawSettings.SetShaderPassName(i, m_drawShaderIDs[i]);
}
context.DrawRenderers(renderData.m_cullingResults, ref m_drawSettings, ref m_filterSettings);
}
}
framedebugger中情况如下:
效果为:
黄色的球为透明的,z深度关闭写,帧调试器中绘制顺序正确,效果混合正确。