**
**
Scriptable render pipeline 是CRP的前身,Lightweight RP and High Definition RP 也是。
2019里是Universal RP了,会替代之前版本的默认legacy RP。
=====================
新项目要选3D project而不是任何模版
Color Space从默认的Gamma 改成Linear
=====================
建立自己的CRP指定个Scriptable Render Pipeline Settings( Project Settings \ Graphics )由于是空的,这时真的会不渲染了
=====================
CameraRenderer.cs
每个camera的渲染
using UnityEngine;
using UnityEngine.Rendering;
public partial class CameraRenderer {
const string bufferName = "Render Camera";
static ShaderTagId unlitShaderTagId = new ShaderTagId("SRPDefaultUnlit");
CommandBuffer buffer = new CommandBuffer {
name = bufferName
};
ScriptableRenderContext context;
Camera camera;
CullingResults cullingResults;
// 每个camera会调用
public void Render (ScriptableRenderContext context, Camera camera) {
this.context = context;
this.camera = camera;
PrepareBuffer();
PrepareForSceneWindow();
if (!Cull()) {
return;
}
Setup();
DrawVisibleGeometry();
DrawUnsupportedShaders();
DrawGizmos();
Submit();
}
bool Cull () {
// 裁剪
if (camera.TryGetCullingParameters(out ScriptableCullingParameters p)) {
// 这里的 ref 是一种优化,避免由于是struct产生的内存开销
cullingResults = context.Cull(ref p);
return true;
}
return false;
}
void Setup () {
// 设置unity_MatrixVP
context.SetupCameraProperties(camera);
// Clear
CameraClearFlags flags = camera.clearFlags;
buffer.ClearRenderTarget(
flags <= CameraClearFlags.Depth,
flags == CameraClearFlags.Color,
flags == CameraClearFlags.Color ?
camera.backgroundColor.linear : Color.clear
);
buffer.BeginSample(SampleName);
ExecuteBuffer();
}
// 提交context
void Submit () {
// 对应setup 中的 begin
buffer.EndSample(SampleName);
ExecuteBuffer();
context.Submit();
}
void ExecuteBuffer () {
context.ExecuteCommandBuffer(buffer);
buffer.Clear();
}
void DrawVisibleGeometry () {
// opaque 从前到后渲染
var sortingSettings = new SortingSettings(camera) {
criteria = SortingCriteria.CommonOpaque
};
var drawingSettings = new DrawingSettings(
unlitShaderTagId, sortingSettings
);
var filteringSettings = new FilteringSettings(RenderQueueRange.opaque);
context.DrawRenderers(
cullingResults, ref drawingSettings, ref filteringSettings
);
// skybox
context.DrawSkybox(camera);
// transparent 从后从后向前渲染获得正确的blend
// 由于基于物体排序,大的物体并不能确保正确blend,需要切分
sortingSettings.criteria = SortingCriteria.CommonTransparent;
drawingSettings.sortingSettings = sortingSettings;
filteringSettings.renderQueueRange = RenderQueueRange.transparent;
context.DrawRenderers(
cullingResults, ref drawingSettings, ref filteringSettings
);
}
}
CameraRenderer.Editor.cs
只在编辑器窗口下的工作
using UnityEditor;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
partial class CameraRenderer {
partial void DrawGizmos ();
partial void DrawUnsupportedShaders ();
partial void PrepareForSceneWindow ();
partial void PrepareBuffer ();
#if UNITY_EDITOR
static ShaderTagId[] legacyShaderTagIds = {
new ShaderTagId("Always"),
new ShaderTagId("ForwardBase"),
new ShaderTagId("PrepassBase"),
new ShaderTagId("Vertex"),
new ShaderTagId("VertexLMRGBM"),
new ShaderTagId("VertexLM")
};
static Material errorMaterial;
string SampleName { get; set; }
// 只在编辑器渲染错误的Gizmos
partial void DrawGizmos () {
if (Handles.ShouldRenderGizmos()) {
context.DrawGizmos(camera, GizmoSubset.PreImageEffects);
context.DrawGizmos(camera, GizmoSubset.PostImageEffects);
}
}
// 只在编辑器渲染错误的shader
partial void DrawUnsupportedShaders () {
if (errorMaterial == null) {
errorMaterial =
new Material(Shader.Find("Hidden/InternalErrorShader"));
}
var drawingSettings = new DrawingSettings(
legacyShaderTagIds[0], new SortingSettings(camera)
) {
overrideMaterial = errorMaterial
};
for (int i = 1; i < legacyShaderTagIds.Length; i++) {
drawingSettings.SetShaderPassName(i, legacyShaderTagIds[i]);
}
var filteringSettings = FilteringSettings.defaultValue;
context.DrawRenderers(
cullingResults, ref drawingSettings, ref filteringSettings
);
}
partial void PrepareForSceneWindow () {
if (camera.cameraType == CameraType.SceneView) {
// 生成了UI在世界中的多边形
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
}
}
partial void PrepareBuffer () {
// 指定了一个叫 Editor Only的采样
// 明确只在编辑器过程会分配由camera.name造成的内存分配
Profiler.BeginSample("Editor Only");
// 让buffer获得相应camera的名字,显示在profiler中
buffer.name = SampleName = camera.name;
Profiler.EndSample();
}
#else
const string SampleName = bufferName;
#endif
}
**
**
vertex kernel/program/shader and the second as the fragment kernel/program/shader.
kernel 、 program、 shader 都指的一回事
=====================
Shader "Custom RP/Unlit" {
// 在这里和material建立联系
Properties {
_BaseMap("Texture", 2D) = "white" {}
_BaseColor("Color", Color) = (1.0, 1.0, 1.0, 1.0)
_Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[Toggle(_CLIPPING)] _Clipping ("Alpha Clipping", Float) = 0
// 下拉框选择参数
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend", Float) = 0
[Enum(Off, 0, On, 1)] _ZWrite ("Z Write", Float) = 1
}
SubShader {
Pass {
// 应用下拉框中选择的文本
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
// 所有的HLSL在这里
// pragma 发出特殊编译器指令
HLSLPROGRAM
#pragma shader_feature _CLIPPING
#pragma multi_compile_instancing
#pragma vertex UnlitPassVertex
#pragma fragment UnlitPassFragment
//这里进一步把全部HLSL放到include中
#include "UnlitPass.hlsl"
ENDHLSL
}
}
}
=====================
include guard
避免重复包含
#ifndef CUSTOM_UNLIT_PASS_INCLUDED
#define CUSTOM_UNLIT_PASS_INCLUDED
#endif
=====================
// float会扩充成完整vector4, 0.0和0对于编译器是一样的
// fixed针对老硬件,half如果不在移动平台和float一样
float4 UnlitPassFragment () {
return 0.0;
}
=====================
// semantics
// :SV_TARGET 和 :SV_POSITION 指示了返回值的意义 ( System value? )
float4 UnlitPassFragment () : SV_TARGET {
return 0.0;
}
// positionOS的OS为了和Unity习惯一致,Object Space
// input参数也需要semantics,这里是POSITION
// 对于4维向量第四个参数来说,点为1,方向为0. 这样可以使用相同坐标变换2者
float4 UnlitPassVertex (float3 positionOS : POSITION) : SV_POSITION {
return 0.0;
}
=====================
unity_ObjectToWorld和cs不同,不是定义了一个字段。而是说这是个uniform value
GPU每次draw都会设置,uniform(保持不变的意思)
#ifndef CUSTOM_UNITY_INPUT_INCLUDED
#define CUSTOM_UNITY_INPUT_INCLUDED
float4x4 unity_ObjectToWorld;
#endif
=====================
为使用Unity的Core lib
定义了这些宏
#define UNITY_MATRIX_M unity_ObjectToWorld
#define UNITY_MATRIX_I_M unity_WorldToObject
#define UNITY_MATRIX_V unity_MatrixV
#define UNITY_MATRIX_VP unity_MatrixVP
#define UNITY_MATRIX_P glstate_matrix_projection
定义一个uniform value 去设每个材质的颜色
float4 _BaseColor;
下划线说明是一个material property,这是一种默认的用途说明方式
=====================
Bathing 需要 compatiable shader
需要把material preperty 放入Constant buffers
如下:
cbuffer UnityPerMaterial {
float _BaseColor;
};
使用下面CBUFFER_START这个宏可以达到同样作用,并兼容不支持這個特性的老版本
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
CBUFFER_END
這些也要放入Constant buffers中
CBUFFER_START(UnityPerDraw)
float4x4 unity_ObjectToWorld;
float4x4 unity_WorldToObject;
float4 unity_LODFade;
real4 unity_WorldTransformParams;
CBUFFER_E