HDRP图形入门:RTHandle未知问题

      正好电脑看奥本海默,全程尿点十足,就一边看一边把之前整合HDRP遇到的问题说一下。
      那就是RTHandle的未知问题,这是官方对RTHandle的说明:
      unity RTHandle
      源代码如下:

using System.Collections.Generic;
using UnityEngine.Rendering;

namespace UnityEngine.Rendering
{
    /// 
    /// A RTHandle is a RenderTexture that scales automatically with the camera size.
    /// This allows proper reutilization of RenderTexture memory when different cameras with various sizes are used during rendering.
    /// 
    /// 
    public class RTHandle
    {
        internal RTHandleSystem m_Owner;
        internal RenderTexture m_RT;
        internal Texture m_ExternalTexture;
        internal RenderTargetIdentifier m_NameID;
        internal bool m_EnableMSAA = false;
        internal bool m_EnableRandomWrite = false;
        internal bool m_EnableHWDynamicScale = false;
        internal string m_Name;

        internal bool m_UseCustomHandleScales = false;
        internal RTHandleProperties m_CustomHandleProperties;

        /// 
        /// By default, rtHandleProperties gets the global state of scalers against the global reference mode.
        /// This method lets the current RTHandle use a local custom RTHandleProperties. This function is being used
        /// by scalers such as TAAU and DLSS, which require to have a different resolution for color (independent of the RTHandleSystem).
        /// 
        /// Properties to set.
        public void SetCustomHandleProperties(in RTHandleProperties properties)
        {
            m_UseCustomHandleScales = true;
            m_CustomHandleProperties = properties;
        }

        /// 
        /// Method that clears any custom handle property being set.
        /// 
        public void ClearCustomHandleProperties()
        {
            m_UseCustomHandleScales = false;
        }

        /// 
        /// Scale factor applied to the RTHandle reference size.
        /// 
        public Vector2 scaleFactor { get; internal set; }
        internal ScaleFunc scaleFunc;

        /// 
        /// Returns true if the RTHandle uses automatic scaling.
        /// 
        public bool useScaling { get; internal set; }
        /// 
        /// Reference size of the RTHandle System associated with the RTHandle
        /// 
        public Vector2Int referenceSize { get; internal set; }
        /// 
        /// Current properties of the RTHandle System. If a custom property has been set through SetCustomHandleProperties method, it will be used that one instead.
        /// 
        public RTHandleProperties rtHandleProperties { get { return m_UseCustomHandleScales ? m_CustomHandleProperties : m_Owner.rtHandleProperties; } }
        /// 
        /// RenderTexture associated with the RTHandle
        /// 
        public RenderTexture rt { get { return m_RT; } }
        /// 
        /// RenderTargetIdentifier associated with the RTHandle
        /// 
        public RenderTargetIdentifier nameID { get { return m_NameID; } }
        /// 
        /// Name of the RTHandle
        /// 
        public string name { get { return m_Name; } }

        /// 
        /// Returns true is MSAA is enabled, false otherwise.
        /// 
        public bool isMSAAEnabled { get { return m_EnableMSAA; } }

        // Keep constructor private
        internal RTHandle(RTHandleSystem owner)
        {
            m_Owner = owner;
        }

        /// 
        /// Implicit conversion operator to RenderTargetIdentifier
        /// 
        /// Input RTHandle
        /// RenderTargetIdentifier representation of the RTHandle.
        public static implicit operator RenderTargetIdentifier(RTHandle handle)
        {
            return handle != null ? handle.nameID : default(RenderTargetIdentifier);
        }

        /// 
        /// Implicit conversion operator to Texture
        /// 
        /// Input RTHandle
        /// Texture representation of the RTHandle.
        public static implicit operator Texture(RTHandle handle)
        {
            // If RTHandle is null then conversion should give a null Texture
            if (handle == null)
                return null;

            Debug.Assert(handle.m_ExternalTexture != null || handle.rt != null);
            return (handle.rt != null) ? handle.rt : handle.m_ExternalTexture;
        }

        /// 
        /// Implicit conversion operator to RenderTexture
        /// 
        /// Input RTHandle
        /// RenderTexture representation of the RTHandle.
        public static implicit operator RenderTexture(RTHandle handle)
        {
            // If RTHandle is null then conversion should give a null RenderTexture
            if (handle == null)
                return null;

            Debug.Assert(handle.rt != null, "RTHandle was created using a regular Texture and is used as a RenderTexture");
            return handle.rt;
        }

        internal void SetRenderTexture(RenderTexture rt)
        {
            m_RT = rt;
            m_ExternalTexture = null;
            m_NameID = new RenderTargetIdentifier(rt);
        }

        internal void SetTexture(Texture tex)
        {
            m_RT = null;
            m_ExternalTexture = tex;
            m_NameID = new RenderTargetIdentifier(tex);
        }

        internal void SetTexture(RenderTargetIdentifier tex)
        {
            m_RT = null;
            m_ExternalTexture = null;
            m_NameID = tex;
        }

        /// 
        /// Get the Instance ID of the RTHandle.
        /// 
        /// The RTHandle Instance ID.
        public int GetInstanceID()
        {
            if (m_RT != null)
                return m_RT.GetInstanceID();
            else if (m_ExternalTexture != null)
                return m_ExternalTexture.GetInstanceID();
            else
                return m_NameID.GetHashCode(); // No instance ID so we return the hash code.
        }

        /// 
        /// Release the RTHandle
        /// 
        public void Release()
        {
            m_Owner.Remove(this);
            CoreUtils.Destroy(m_RT);
            m_NameID = BuiltinRenderTextureType.None;
            m_RT = null;
            m_ExternalTexture = null;
        }

        /// 
        /// Return the input size, scaled by the RTHandle scale factor.
        /// 
        /// Input size
        /// Input size scaled by the RTHandle scale factor.
        public Vector2Int GetScaledSize(Vector2Int refSize)
        {
            if (!useScaling)
                return refSize;

            if (scaleFunc != null)
            {
                return scaleFunc(refSize);
            }
            else
            {
                return new Vector2Int(
                    x: Mathf.RoundToInt(scaleFactor.x * refSize.x),
                    y: Mathf.RoundToInt(scaleFactor.y * refSize.y)
                );
            }
        }

        /// 
        /// Return the scaled size of the RTHandle.
        /// 
        /// The scaled size of the RTHandle.
        public Vector2Int GetScaledSize()
        {
            if (scaleFunc != null)
            {
                return scaleFunc(referenceSize);
            }
            else
            {
                return new Vector2Int(
                    x: Mathf.RoundToInt(scaleFactor.x * referenceSize.x),
                    y: Mathf.RoundToInt(scaleFactor.y * referenceSize.y)
                );
            }
        }

#if UNITY_2020_2_OR_NEWER
        /// 
        /// Switch the render target to fast memory on platform that have it.
        /// 
        /// Command buffer used for rendering.
        /// How much of the render target is to be switched into fast memory (between 0 and 1).
        /// Flag to determine what parts of the render target is spilled if not fully resident in fast memory.
        /// Whether the content of render target are copied or not when switching to fast memory.

        public void SwitchToFastMemory(CommandBuffer cmd,
            float residencyFraction = 1.0f,
            FastMemoryFlags flags = FastMemoryFlags.SpillTop,
            bool copyContents = false
        )
        {
            residencyFraction = Mathf.Clamp01(residencyFraction);
            cmd.SwitchIntoFastMemory(m_RT, flags, residencyFraction, copyContents);
        }

        /// 
        /// Switch the render target to fast memory on platform that have it and copies the content.
        /// 
        /// Command buffer used for rendering.
        /// How much of the render target is to be switched into fast memory (between 0 and 1).
        /// Flag to determine what parts of the render target is spilled if not fully resident in fast memory.
        public void CopyToFastMemory(CommandBuffer cmd,
            float residencyFraction = 1.0f,
            FastMemoryFlags flags = FastMemoryFlags.SpillTop
        )
        {
            SwitchToFastMemory(cmd, residencyFraction, flags, copyContents: true);
        }

        /// 
        /// Switch out the render target from fast memory back to main memory on platforms that have fast memory.
        /// 
        /// Command buffer used for rendering.
        /// Whether the content of render target are copied or not when switching out fast memory.
        public void SwitchOutFastMemory(CommandBuffer cmd, bool copyContents = true)
        {
            cmd.SwitchOutOfFastMemory(m_RT, copyContents);
        }

#endif
    }
}

      我自己把它理解为一个动态的RT,和RT一样的使用,当然写代码用起来很容易。却碰到一个问题,以多迭代高斯滤波为例,使用RTHandle会造成纹理“发黄”,如下:
      当时没感觉有问题,后面同事说这效果好奇怪,好黄?!我就感觉确实。起初我以为我shader颜色计算出问题了,查了半天不是。我百度google查了仅有不多有关RTHandle的帖子,并没找到相关问题,不过有个博主说复制一份RTHandle使用,我尝试做了一下,果然ok了。

//复制一份原始纹理
private RTHandle copySource;

public override void Setup()
{
    if (Shader.Find(shaderName) != null)
    {
        mat = new Material(Shader.Find(shaderName));

        copySource = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Bilinear, dimension: TextureDimension.Tex2DArray);
    }
    else
        Debug.LogError($"Unable to find shader '{shaderName}'. Post Process Volume GuassBlurPostProcessVolume is unable to load.");
}

public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
{
    if (mat == null || !isBlur.value)
    {
        return;
    }

    mat.SetFloat("_Brightness", brightness.value);

    //复制一份纹理
    //注意:由原始的纹理数组传递到单纹理,原始的纹理数组封装了多种平台下纹理集合
    HDUtils.BlitCameraTexture(cmd, source, copySource);

    //使用复制RTH还是原始RTH
    RenderTexture rtinput = isCopyRT.value ? copySource : source;

    int rtwid = rtinput.width / downSample.value;
    int rthei = rtinput.height / downSample.value;

    mat.SetTexture("_InputTex", rtinput);

    //对pass0进行迭代,增加高斯滤波次数和效果
    for (float it = 0; it < iterations.value; it += 0.2f)
    {
        mat.SetFloat("_BlurSpread", 1.0f + it * blurSpread.value);

        //滤波采样一次
        RenderTexture rt1 = RenderTexture.GetTemporary(rtwid, rthei, 0);

        cmd.Blit(rtinput, rt1, mat, 0);
        //叠加滤波
        cmd.Blit(rt1, rtinput);

        RenderTexture.ReleaseTemporary(rt1);
    }

    //采样迭代后的纹理
    mat.SetTexture("_IterTex", rtinput);

    cmd.Blit(rtinput, destination, mat, 1);
}

public override void Cleanup()
{
    CoreUtils.Destroy(mat);
    RTHandles.Release(copySource);
}

      虽然不明白为什么会这样,但确实解决了问题,如下:
      如果大家写渲染功能,碰到类似的问题,不妨Copy一份RTHandle。

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