选Rendering下面的URPRendererFeature,我这里创建了一个叫做MyCustomRenderPassFeatureDemo的renderFeature。之后在UniversalRenderData里面(对于我的项目就是在上一步找到的这个URP-HighFidelity-Renderer)按AddRendererFeature,在出现的下拉列表里面选MyCustomRenderPassFeatureDemo。这样就可以看到我们创建的这个renderFeature被加入...
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { renderer.EnqueuePass(m_ScriptablePass); } } 可以看到,默认创建的RenderFeature脚本主要由以下几个构成: 继承自ScriptableRendererFeature的MyCustomRenderFeature类 继承自ScriptableRenderPass的CustomRenderPass类 重写...
2D)="black"{}//太阳的屏幕空间坐标,是镜像模糊的原点_Center("Center",Vector)=(0.5,0.5,0.0)_Intensity("Intensity",Range(0,1))=1}SubShader{Tags{"RenderPipeline"="UniversalPipeline"}// No culling or depthCullOffZWriteOffZTestAlwaysBlendSrcAlphaOneMinusSrcAlphaHLSLINCLUDE#include...
renderer.EnqueuePass(customRenderPass); } } 2.添加Render Feature ①在项目视图中,右键点击并选择Create > Rendering > URP Universal Renderer,创建一个新的Renderer Data。 ②点击新建的Data的Inspector面板,点击最下面的Add Renderer Feature按钮 ③选择1新建的Feature ④根据情况修改Render Pass Event 3.配置Unive...
1)创建 Renderer Feature 在 Assets 窗口右键,弹出菜单栏,依次选择【Create→Rendering→URP Renderer Feature】,生成 CustomRenderPassFeature.cs 文件。 2)CustomRenderPassFeature 打开 CustomRenderPassFeature.cs 文件如下,其中 Debug 日志是笔者添加的,为方便后文查看 Feature 生命周期。
RenderQueueType = RenderQueueType.Opaque; LayerMask = 0; } } [System.Serializable] public class CustomCameraSettings { public bool overrideCamera = false; public bool restoreCamera = true; public Vector4 offset; public float cameraFieldOfView = 60.0f; ...
CustomRendererPass.cs解析 CustomRendererPass 构造函数,先设置Profiling上显示内容,然后设置识别标签入队列,用渲染队列类型和遮罩创建Filter,创建模板测试盒,模板测试赋值。 Init 在Feature的Create方法最后面调用,设置要拷贝颜色缓冲或深度信息的相关信息,其中开启了深度信息会启动开启深度信息的宏,因此不开不采图节省不...
寻找CustomRenderPass,你会看到: CustomRenderPass派生自基本抽象类 ,ScriptableRenderPass它提供了实现逻辑渲染过程的方法。 与 一样ScriptableRendererFeature,Unity 在脚本运行时调用一些方法。以下是本文需要了解的内容: OnCameraSetup():在渲染相机以配置渲染目标之前,调用它。 Execute():调用每一帧来运行渲染逻辑...
1.Custom render passes with URP 2 This tutorial has been verified using Unity 2019.4.14f1 LTS and Universal RP 7.3.1 The Universal Render Pipeline (URP) is a subset of Unity’s new Scriptable Render Pipeline, first introduced in Unity 2019.3. It replaces the Lightweight Render Pipeline (LWR...
This is used for taking precise control of render order. To make use of this feature, create a camera and disable it. Then call Render on it.You are not able to call the Render function from a camera that is currently rendering. If you wish to do this create a copy of the camera,...