UnityLWRPEssentials - Unity Lightweight Render Pipeline with a variety of shader examples built in Shader Graph. ShaderForge - A node-based shader editor giving you the artistic freedom of shader creation, with no need to code. (Was 💰 but now is open source and not maintained). Asset Sto...
可以通过调整RenderQueue来强行连续绘制,不过可能会导致渲染效果不符合预期(遮挡关系错乱),另外的坏处是会破坏Early-Z的功能,尤其在没有HSR功能的低端机上,Overdraw会造成高复杂度的Shader带来的GPU高压力,所以需要权衡CPU提交Batch的耗时和GPU的压力。
false otherwise. static void RenderSingleCamera(ScriptableRenderContext context, CameraData cameraData, bool anyPostProcessingEnabled) { Camera camera = cameraData.camera; var renderer = cameraData.renderer; if
Note that this only covers changes to asset objects in memory and not changes to assets in the project on disk. ChangeChildrenOrderEventArgs A change of this type indicates that a GameObject's children have been reordered. This happens when Undo.RegisterChildrenOrderUndo is called or when ...
Sorting Groups allow you to group GameObjects with Sprite Renderers together, and control the order in which they render their ... State synchronization The state of SyncVars is applied to GameObjects on clients before OnStartClient() is called, so the state of the object is alwa... Suppor...
public override void OnCameraCleanup(CommandBuffer cmd) { } } CustomRenderPass m_ScriptablePass; //RendererFeature被创建时初始化的函数 public override void Create() { m_ScriptablePass = new CustomRenderPass(); m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; ...
Fixed SRP batcher not compatible with Decal (case 1311586). Fixed error message when having MSAA and Screen Space Shadows (case 1318698). Fixed Nans happening when the history render target is bigger than the current viewport (case 1321139). Fixed Tube and Disc lights mode selection (case 1317...
RenderCameraStack(renderContext, camera); } 这是渲染单个相机的函数,主要需要传一个CameraData类型的数据,CameraData里就有需要渲染的各种pass。 RenderSingleCamera(context, baseCameraData, anyPostProcessingEnabled); 此函数是添加pass到m_ActiveRenderPassQueue队列(各种renderpass都是继承自ScriptableRenderPass类的...
Unity后期渲染之 Post ProcessingStack 的使用(一) 此笔记是根据Siki老师的讲解做的记录 本文章用的是Unity2017.3版本 1.首先从Assets Store 里下载 Post ProcessingStack 资源包到项目里 2. 相机上添加... Occlusion环境光遮蔽:这个Ambient Occlusion是实时的。 Screen Space Reflection屏幕空间反射: 对场景中的反射...
Hybrid Renderer V1 has been completely removed, and ifdefs related to it have been removed. The name "Hybrid V2" is also removed. Going forwards, there will only be a single Hybrid Renderer (the third version, but not called "V3"). ...