Blit(BuiltinRenderTextureType.CurrentActive, screenCopyID); 踩坑Tips CommandBuffer.GetTemporaryRT获取的RT会在Graphics.ExecuteCommandBuffer或者CameraEvent渲染完成后被回收,这就可能导致在不同CameraEvent获取RT时,取得之前创建的RT,覆盖原有的效果。如果是持续化显示,通过RenderTexture.GetTemporary接口可以避免这类...
CommandBuffer cmd1=newCommandBuffer(); cmd1.name="GetTex0"; cmd1.GetTemporaryRT(tex0, Screen.width+1, Screen.height +1,0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);//同样大小的RT分到的是同一个RT...cmd1.Blit(BuiltinRenderTextureType.GBuffer0, tex0); cmd1.SetGlobalTexture(Shader....
usingUnityEditor;usingUnityEngine;usingSystem;publicclassCMBRenderTest:MonoBehaviour{privateMeshRendererrender;privateMaterialmaterial;privateCommandBuffercmdBuffer;privatevoidAwake(){render=GetComponent<MeshRenderer>();//获得渲染组件。material=newMaterial(Shader.Find("Unlit/TestUiltShader"));material.SetColor("_...
This simple blit only does a blit from one temporary texture to another temporary texture and it causes the whole screen to become black as a result. This does not happen if VR is disabled (you can test it by unchecking the OpenVR loader in the project settings). This is a very big ...
CommandBuffer.Blit public void Blit (Texture source, Rendering.RenderTargetIdentifier dest); public void Blit (Texture source, Rendering.RenderTargetIdentifier dest, Material mat); public void Blit (Texture source, Rendering.RenderTargetIdentifier dest, Material mat, int pass); public void Blit...
1.command buffer具有很高的灵活性,它的作用是预定义一些渲染指令,然后在我们想要执行的时候去执行这些指令(见图1),绿点表示可以在“Forward Rendering Path”和“Deferred Path”中执行这些命令的阶段。 查看Unity文档,我们有以下事件可以在其中添加CommandBuffer的指令。
CommandBuffer与OnRenderImage看起来极为类似,不过OnRenderImage是在渲染结束后执行,而Command Buffer可以插进渲染的任何一步:Graphics.Blit(RenderTexture src,RenderTexture dest,Material mat=null);//OnRenderImageCommandBuffer CB=new CommandBuffer();CB.Blit(RenderTargetIdentifier source,RenderTargetIdentifier dest,...
也就是说可以自己定义输出的GBuffer,而且也可以指定只输出某一项GBuffer的值 voidfrag( v2f i,outhalf4 outEmission : SV_Target3 ) { outEmission=0; } 有时候这个还是蛮管用的,因为在CommandBuffer里Blit很多通道拷贝不了(应该是我技术不行)。
避免使用GrabPass抓屏,不是所有硬件都支持,加之数据回拷和没法控制分辨率性能很差,可考虑使用CommandBuffer.blit去优化. 控制好地形的Blend层数,控制在4层以内,考虑到地形一般屏占面积大、贴图采样次数多,对于中低画质考虑不用normalmap. 做好物件、树、角色的LOD. ...
首先用一个commandbuffer来接受球场地板的渲染,我定义的是FootBallScene的tag: commandbuffer是这样: using System; namespace UnityEngine.Rendering.Universal.Internal { /// <summary> /// Render all objects that have a 'DepthOnly' pass into the given depth buffer. ...