要在URP下编写一个RippleFeature,你需要以下步骤:

  1. 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);
        }
    }
}
  1. 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
        }
    }
}
  1. 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。

  2. 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

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

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!

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