使用commandbuffer绘制并且blit到屏幕上

本文详细介绍了在Unity中如何使用CommandBuffer进行渲染控制,包括创建CommandBuffer、设置视图投影矩阵、申请和设置渲染纹理、执行命令缓冲区、Blit操作以及提交渲染。在不执行Blit之前,可能会遇到颜色表面尺寸与深度表面不匹配的错误,通过Blit解决该问题,确保渲染流程正确执行。
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master_commandbuffer分支
f3608cd94cc9302a12c272496408a439b6001c3c

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using SRP;

public class SRPRenderPipeline : RenderPipeline
{
    private ForwardRender m_forwardReneder;
    private CommandBuffer m_commandBuffer = new CommandBuffer { name = "mainxxxx" };
    private int m_shadowMap = Shader.PropertyToID("_CameraColorTexture");

    public SRPRenderPipeline()
    {
        m_forwardReneder = new ForwardRender();
    }

    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        for (int i = 0; i < cameras.Length; ++i)
        {
            RenderSingleCamera(context, cameras[i]);
        }
    }

    private void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
    {
        CameraData cameraData = new CameraData();
        cameraData.m_camera = camera;
        RenderData renderData = new RenderData();
        renderData.m_cameraData = cameraData;

        if (!camera.TryGetCullingParameters(out ScriptableCullingParameters cullingParameters))
        {
            return;
        }
        CullingResults cullingResults = context.Cull(ref cullingParameters);
        renderData.m_cullingResults = cullingResults;
        context.SetupCameraProperties(camera);


        m_commandBuffer.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
        m_commandBuffer.GetTemporaryRT(m_shadowMap, Screen.width, Screen.height, 32, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
        m_commandBuffer.SetRenderTarget(m_shadowMap, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
        //m_commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
        m_commandBuffer.ClearRenderTarget(true, true, Color.white, 1.0f);
        context.ExecuteCommandBuffer(m_commandBuffer);
        m_commandBuffer.Clear();

        m_forwardReneder.Clear();
        m_forwardReneder.Init(context, ref renderData);
        m_forwardReneder.Execute(context, ref renderData);

        m_commandBuffer.Blit(m_shadowMap, BuiltinRenderTextureType.CameraTarget);
        context.ExecuteCommandBuffer(m_commandBuffer);
		m_commandBuffer.Clear();
        context.Submit();
    }
}

使用commandbuffer的步骤:
1、创建private CommandBuffer m_commandBuffer = new CommandBuffer { name = “mainxxxx” };
2、设置矩阵CommandBuffer.SetViewProjectionMatrices
3、申请rt:CommandBuffer.GetTemporaryRT
4、设置rt为当前画布:CommandBuffer.SetRenderTarget
5、清空当前画布:CommandBuffer.ClearRenderTarget
6、开始执行:ScriptableRenderContext.ExecuteCommandBuffer
7、清空命令堆栈:CommandBuffer.Clear
8、让各个pass进行绘制,此时rt为激活的画布,pass的绘制内容都写到了rt上了
9、添加blit命令给commandbuffer:CommandBuffer.Blit
10、再次执行命令:ScriptableRenderContext.ExecuteCommandBuffer
11、清空命令堆栈:CommandBuffer.Clear为下一帧做准备

这就是整个执行过程:
在这里插入图片描述
在这里插入图片描述
补充,在没有blit之前,会有报错:
Dimensions of color surface does not match dimensions of depth surface
参考解决网址:
https://blog.csdn.net/wodownload2/article/details/107424488

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