新建脚本TestCommandBuffer.cs,挂到Cube,脚本上挂新建的Shader。using UnityEngine;using UnityEngine.Rendering;[ExecuteInEditMode]public class TestCommandBuffer : MonoBehaviour{ public Shader shader; private void OnEnable() { CommandBuffer buf = new CommandBuffer(); //设置自己的渲染。
nameName of this command buffer. sizeInBytesSize of this command buffer in bytes (Read Only). Constructors ConstructorDescription CommandBufferCreate a new empty command buffer. Public Methods MethodDescription BeginRenderPassBegin a new native render pass. ...
_cameraDepth ); } // 用来做每帧的操作 // 每帧在管线指定位置执行一次(在上面 SetupRenderPasses 里配置位置) public override void Execute( ScriptableRenderContext context, ref RenderingData renderingData ) { // 获取 command buffer CommandBuffer cmd = CommandBufferPool.Get...
新建脚本TestCommandBuffer.cs,挂到Cube,脚本上挂新建的Shader。 using UnityEngine; using UnityEngine.Rendering; [ExecuteInEditMode] public class TestCommandBuffer : MonoBehaviour { public Shader shader; private void OnEnable() { CommandBuffer buf = new CommandBuffer(); //设置自己的渲染。 buf.DrawRe...
原理就是使用URP的自定义渲染功能,来使用内置shader 下面将一下步骤 1.新建脚本命名为CustomRenderFeature 或者右键新建一个 URP Renderer Feature ForwardBase为内置渲染管线pass标签,根据用的shader来修改 将下面代码进行copy using UnityEngine; using UnityEngine.Rendering; ...
请注意,Unity的Scriptable Render Pipeline(SRP)和HDRP并不支持OnRenderImage,因此在URP中创建自定义全屏效果时,应使用ScriptableRenderPass API。CommandBuffer与OnRenderImage功能相似,但CommandBuffer可以在渲染的任何阶段执行。例如,可以指定在绿色点处添加执行命令。通过新建Cube、Shader,将Shader颜色输出设...
CommandBuffer cameraBuffer = new CommandBuffer { name = "Render Camera" }; … void Render (ScriptableRenderContext context, Camera camera) { … //var buffer = new CommandBuffer() { // name = "Render Camera" //}; cameraBuffer.ClearRenderTarget(true, false, Color.clear); ...
CommandBuffer cmd = CommandBufferPool.Get("PBRRenderPass"); // 设置渲染目标 cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget); // 清除渲染目标 cmd.ClearRenderTarget(true, true, Color.clear); // 绘制场景中的物体 context.ExecuteCommandBuffer(cmd); ...
context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } public override void FrameCleanup(CommandBuffer cmd) { if (destination == RenderTargetHandle.CameraTarget) cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id); } } [System.Serializable] ...
Unity的工程如果从内置pipeline工程升级到URP的,多pass的shader,可能第二个pass后都会失效。 如果查看URP的源代码DrawObjectsPass.cs会发现 using System.Collections.Generic; namespace UnityEngine.Rendering.Universal.Internal { /// <summary> /// Draw objects into the given color and depth target ...