URP的声明参数必须包含在CBUFFER_START(UnityPerMaterial)和CBUFFER_END之间,我们把这些代码和声明贴图的代码都用HLSLINCLUDE和ENDHLSL代码块包起来,之后写的方法也放在这里面,这样后面就不用在每个pass都声明一次了。 HLSLINCLUDE //导入库 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core....
CBUFFER_START(UnityPerMaterial) //在CBUFFER内部创建除贴图外的变量 half3 _BaseColor; CBUFFER_END //URP中要进行贴图的采样需要每张贴图声明一个对应的sampler TEXTURE2D (_MainTex); SAMPLER(sampler_MainTex); 关于CBUFFER可以看 https://zhuanlan.zhihu.com/p/651795286 Pass文件中,引用头文件,然后写明输入...
画脸 Shader支持SRP Batcher的话很简单,在变量那里加个CBUFFER标签包裹住就行。 CBUFFER_START(UnityPerMaterial) //一大堆变量 CBUFFER_END 开头 结尾 加完之后,再去FrameDebug看一下 画皮肤的那一个批次变成了SRP Batch,而且只有一个Batches,就把身体,手,脸都画出来了。 性能优化总结 1.减少贴图的采样次数,...
Cull OffHLSLINCLUDE#include"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"CBUFFER_START(UnityPerMaterial)float _MaxDistance;float _MaxStep;float _StepSize;float _LightIntensity;float _blurInt;half4 _LightColor0;float _B;//瑞利散射系数,本应与h,λ相关,这里为节省开销直接给一...
CBUFFER_START(UnityPerMaterial) half4 _BaseColor; half4 _BaseMap_ST; half _Cutoff; half _VertexOffset; CBUFFER_END // Used in Standard (Physically Based) shader Varyings LitPassVertex(Attributes input) { Varyings output = (Varyings)0; ...
要想使用RenderFeature,目前直接下载最新的unity使用URP即可。故第一步则先需要先创建一个RenderFeature如下。(需要把创建的RenderFeature 拖入 forwardRender) 创建成功如下: publicclassMRTXRenderFeature: ableRendererFeature { classRayTracingPass: ableRenderPass ...
CBUFFER_START(UnityPerMaterial) float4 _Color; CBUFFER_END float3 _LightDirection; v2f vert (appdata v) { v2f o; o.vertex = TransformObjectToHClip(v.vertex.xyz); o.normal = TransformObjectToWorldNormal(v.normal); return o;
CBUFFER_START(UnityPerMaterial)//变量引入开始 CBUFFER_END //变量引入结束 //定义模型原始数据结构 ...
CBUFFER_START(UnityPerDraw)float4x4 unity_ObjectToWorld;float4x4 unity_WorldToObject;float4 unity_LODFade;real4 unity_WorldTransformParams;CBUFFER_END 这样的话就可以使用SRP batcher了。接下来我们在CustomRenderPipeline中将其开启: publicCustomRenderPipeline(){GraphicsSettings.useScriptableRenderPipelineBatch...
CBUFFER_START(UnityPerMaterial) half4 _Color; CBUFFER_END v2f vert(a2v i) { v2f o; o.vertex = TransformObjectToHClip(i.vertex.xyz); o.fogFactor = ComputeFogFactor(o.vertex.z); return o; } half4 frag(v2f i) : SV_TARGET ...