如何在urp下写一个RippleFeature使它可以代替默认渲染管线下的OnRenderImage?比如我原本会在OnRenderImage中做 后处理水波纹效果作用于画面 void OnRenderImageRenderTexture source RenderTexture destination GraphicsBlitsource destination
要在URP下编写一个RippleFeature,你需要以下步骤:
- 创建一个新的ScriptableRenderFeature类来定义RippleFeature。例如,你可以创建一个名为RippleRenderFeature.cs的脚本文件。
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class RippleRenderFeature : ScriptableRendererFeature
{
public Material rippleMaterial;
class RipplePass : ScriptableRenderPass
{
private Material rippleMaterial;
public RipplePass(Material material)
{
rippleMaterial = material;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get("RipplePass");
RenderTextureDescriptor cameraTextureDescriptor = renderingData.cameraData.cameraTargetDescriptor;
cmd.GetTemporaryRT(Shader.PropertyToID("_TempTexture"), cameraTextureDescriptor);
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget, Shader.PropertyToID("_TempTexture"));
cmd.Blit(Shader.PropertyToID("_TempTexture"), renderingData.cameraData.renderer.cameraColorTarget, rippleMaterial);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
public override void Create()
{
RenderPassEvent passEvent = RenderPassEvent.AfterRenderingOpaques;
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
RipplePass ripplePass = new RipplePass(rippleMaterial);
ripplePass.renderPassEvent = passEvent;
EnqueuePass(ripplePass);
}
private void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (camera.cameraType == CameraType.Game)
{
Shader.SetGlobalVector("_RippleCenter", /*设置水波纹的中心位置*/);
}
}
private void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (camera.cameraType == CameraType.Game)
{
Shader.SetGlobalVector("_RippleCenter", Vector4.zero);
}
}
}
- 在Unity中创建一个新的Shader,并设置水波纹效果的渲染逻辑。你可以参考以下示例:
Shader "Custom/RippleShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RippleCenter ("Ripple Center", Vector) = (0,0,0,0)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float4 _RippleCenter;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 frag(v2f i) : SV_Target
{
float2 delta = i.uv - _RippleCenter.xy;
float distance = length(delta);
float strength = 0.1; // 水波纹强度
float speed = 0.5; // 水波纹速度
float wave = sin(_Time.y * speed + distance * strength);
return tex2D(_MainTex, i.uv + delta * wave);
}
ENDCG
}
}
}
-
在UniversalRenderPipelineAsset中添加RippleRenderFeature。在Unity编辑器中,选择你的UniversalRenderPipelineAsset,然后在Inspector窗口中找到Renderer Features部分。点击+按钮,选择你创建的RippleRenderFeature脚本。
-
在你的脚本中,可以通过修改_RippleCenter来设置水波纹的中心位置。例如,在你的游戏逻辑中,你可以根据玩家的位置来更新_RippleCenter的值。
void Update()
{
Vector3 playerPosition = player.transform.position;
Shader.SetGlobalVector("_RippleCenter", playerPosition);
}
这样,在URP下你就可以使用RippleFeature来实现水波纹效果,而不需要使用默认渲染管线下的OnRenderImage方法了
原文地址: http://www.cveoy.top/t/topic/i1YY 著作权归作者所有。请勿转载和采集!