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Unity3d 内置管线Shader升级到URP详细手册

2021-09-30

内置管线Shader升级到URP详细手册

总体结构

  • 1、在SubShader的Tags中添加”RenderPipeline” = “UniversalPipeline”
  • 2、所有URP着色器都是HLSL编写的,使用宏HLSL包含的shader代码
  • 3、使用HLSLINCLUDE替代CGINCLUDE

内置管线 URP CGPROGRAM HLSLPROGRAM HLSL程序 ENDCG ENDHLSL ENDHLSL CGINCLUDE HLSLINCLUDE HLSLINCLUDE Include文件 内容 内置管线 URP

            Core	Unity.cginc	Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl
            Light	AutoLight.cginc	Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl
            Shadow	AutoLight.cginc	Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl

表面着色器 Lighting.cginc URP内没有,可以参考项目:在此处 其他有用的包括:

            Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl

            Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl

            Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl

            Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl

            Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl

            Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl

            Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTextue.hlsl

灯光模式LightMode 内置管线 URP ForwardBase UniversalForward ForwardAdd 移除 Deferred以及相关 尚未支持 Vertex及相关 移除 ShadowCaster ShadowCaster MotionVectors 尚未支持 支持的其他照明模式包括:

            DepthOnly

            Meta (for lightmap baking)

            Universal2D

变体Variants URP支持某些变体,因此,根据你使用的功能,可能需要使用#pragma multi_compile添加一些关键字:

            _MAIN_LIGHT_SHADOWS

            _MAIN_LIGHT_SHADOWS_CASCADE

            _ADDITIONAL_LIGHTS_VERTEX

            _ADDITIONAL_LIGHTS

            _ADDITIONAL_LIGHT_SHADOWS

            _SHADOWS_SOFT

            _MIXED_LIGHTING_SUBTRACTIVE

预定义的着色器宏 辅助宏 内置管线 URP

                UNITY_PROJ_COORD(a)	移除了,使用a.xy / a.w代替
                UNITY_INITIALIZE_OUTPUT(type,name)	ZERO_INITIALIZE(type,name)

阴影贴图 必须include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl”

内置管线 URP

                UNITY_DECLARE_SHADOWMAP(tex)	TEXTURE2D_SHADOW_PARAM(textureName,samplerName)
                UNITY_SAMPLE_SHADOW(tex,uv)	SAMPLE_TEXTURE2D_SHADOW(textureName,samplerName,coord3)
                UNITY_SAMPLE_SHADOW_PROJ(tex,uv)	SAMPLE_TEXTURE2D_SHADOW(textureName,samplerName,coord4.xyz/coord4.w)

纹理/采样器声明宏 Unity有很多纹理/采样器宏来改善API之间的交叉兼容性,但是人们并不习惯使用它们。URP中这些宏的名称有所变化。由于数量很多,全部的宏可以在API includes中查看,下面主要列举一些常用的:

内置管线 URP

            UNITY_DECLARE_TEX2D(name)	TEXTURE2D(textureName); SAMPLER(samplerName);
            UNITY_DECLARE_TEX2D_NOSAMPLER(name)	TEXTURE2D(textureName);
            UNITY_DECLARE_TEX2DARRAY(name)	TEXTURE2D_ARRAY(textureName); SAMPLER(samplerName);
            UNITY_SAMPLE_TEX2D(name,uv)	SAMPLE_TEXTURE2D(textureName,samplerName,coord2)
            UNITY_SAMPLE_TEX2D_SAMPLER(name,samplername,uv)	SAMPLE_TEXTURE2D(textureName,samplerName,coord2)
            UNITY_SAMPLE_TEX2DARRAY(name,uv)	SAMPLE_TEXTURE2D_ARRAY(textureName,samplerName,coord2,index)
            UNITY_SAMPLE_TEX2DARRAY_LOD(name,uv,lod)	SAMPLE_TEXTURE2D_ARRAY_LOD(textureName,samplerName,coord2,index,lod)

需要注意SCREENSPACE_TEXTURE变成了TEXTURE2D_X。如果你想要在VR中(Single Pass Instanced 或 Multi-view 模式)制作屏幕效果,你必须使用TEXTURE2D_X定义纹理。这个宏会为你处理正确的纹理声明(是否为数组)。对这个纹理采样的时候必须使用SAMPLE_TEXTURE2D_X,并且对uv使用UnityStereoTransformScreenSpaceTex。

Shader辅助函数 下列函数可以在此文件中找到:“Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl”.

顶点转换函数 内置管线 URP

            float4 UnityObjectToClipPos(float3 pos)	float4 TransformObjectToHClip(float3 positionOS)
            float3 UnityObjectToViewPos(float3 pos)	TransformWorldToView(TransformObjectToWorld(positionOS))

通用辅助函数 内置管线 URP

            float3 WorldSpaceViewDir(float4 v)	float3 GetWorldSpaceViewDir(float3 positionWS)	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl”
            float3 ObjSpaceViewDir(float4 v)	移除了,可以使用TransformWorldToObject(GetCameraPositionWS()) - objectSpacePosition ;	
            float2 ParallaxOffset(half h,half height,half3 viewDir)	移除了。可以从UnityCG.cginc复制过来	
            fixed Luminance(fixed3 c)	real Luminance(real3 linearRgb)	Include “Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl”
            fixed3 DecodeLightmap(fixed4 color)	real3 DecodeLightmap(real4 encodedIlluminance, real4 decodeInstructions)	Include “Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl” URP中的decodeInstructions是half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h)
            float4 EncodeFloatRGBA(float v)	移除了。可以从UnityCG.cginc复制过来	
            float DecodeFloatRGBA(float4 enc)	移除了。可以从UnityCG.cginc复制过来	
            float2 EncodeFloatRG(float v)	移除了。可以从UnityCG.cginc复制过来	
            float DecodeFloatRG(float2 enc)	移除了。可以从UnityCG.cginc复制过来	
            float2 EncodeViewNormalStereo(float3 n)	移除了。可以从UnityCG.cginc复制过来	
            float3 DecodeViewNormalStereo(float4 enc4)	移除了。可以从UnityCG.cginc复制过来	

前向渲染辅助函数 内置管线 URP

            float3 WorldSpaceLightDir(float4 v)	_MainLightPosition.xyz - TransformObjectToWorld(objectSpacePosition)	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl”
            float3 ObjSpaceLightDir(float4 v)	TransformWorldToObject(_MainLightPosition.xyz)-objectSpacePosition	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl”
            float3 Shade4PointLights(…)	可以使用half3 VertexLighting(float3 positionWS, half3 normalWS)	对于VertexLighting(...) include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl”

屏幕空间辅助函数 内置管线 URP

            float4 ComputeScreenPos(float4 clipPos)	float4 ComputeScreenPos(float4 positionCS)	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl”
            float4 ComputeGrabScreenPos(float4 clipPos)	移除了	

顶点照明辅助函数↑ 内置管线 URP

            float3 ShadeVertexLights (float4 vertex, float3 normal)	移除了,可以尝试使用UNITY_LIGHTMODEL_AMBIENT.xyz + VertexLighting(...)	对于VertexLighting(...) include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl” 可以在“Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl”中找到很多工具函数。

内置着色器变量 除了光照相关的变量外,其他的变量名都基本没变

照明↑ 内置管线 URP

            _LightColor0	_MainLightColor	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl”
            _WorldSpaceLightPos0	_MainLightPosition	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl”
            _LightMatrix0	移除了。目前尚不支持Cookie	
            unity_4LightPosX0,unity_4LightPosY0,unity_4LightPosZ0	在URP中,其他光源存储在数组/缓冲区中(取决于平台)。使用Light GetAdditionalLight(uint i, float3 positionWS)获取额外光源信息	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl”
            unity_4LightAtten0	在URP中,其他光源存储在数组/缓冲区中(取决于平台)。使用Light GetAdditionalLight(uint i, float3 positionWS)获取额外光源信息	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl”
            unity_LightColor	在URP中,其他光源存储在数组/缓冲区中(取决于平台)。使用Light GetAdditionalLight(uint i, float3 positionWS)获取额外光源信息	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl”
            unity_WorldToShadow	float4x4 _MainLightWorldToShadow[MAX_SHADOW_CASCADES + 1] 或者_AdditionalLightsWorldToShadow[MAX_VISIBLE_LIGHTS]	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl”

如果要使用循环所有其他灯光GetAdditionalLight(…),GetAdditionalLightsCount()可以使用来查询其他灯光计数。

其他 阴影 有关阴影的更多信息,“Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl”

内置管线 URP

            UNITY_SHADOW_COORDS(x)	移除了。DIY,例如float4 shadowCoord : TEXCOORD0;	
            TRANSFER_SHADOW(a)	a.shadowCoord = TransformWorldToShadowCoord(worldSpacePosition)	启用cascades时,对片段执行此操作以避免视觉鬼影
            SHADOWS_SCREEN	移除了。不支持。	

雾 有关雾的更多信息,“Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl”.

内置管线 URP

        UNITY_FOG_COORDS(x)	移除了。DIY,例如float fogCoord : TEXCOORD0;
        UNITY_TRANSFER_FOG(o*, outpos)	o.fogCoord = ComputeFogFactor(clipSpacePosition.z);
        UNITY_APPLY_FOG(coord, col)	color = MixFog(color, i.fogCoord);

深度 要使用相机深度纹理,需要include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl” ,然后会自动声明_CameraDepthTexture,也会包含辅助函数SampleSceneDepth(…)和LoadSceneDepth(…)。

内置管线 URP

        LinearEyeDepth(sceneZ)	LinearEyeDepth(sceneZ,_ZBufferParams)	Include “Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl”
        Linear01Depth(sceneZ)	Linear01Depth(sceneZ,_ZBufferParams)	Include “Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl”

其他中的其他 内置管线 URP

        ShadeSH9(normal)	SampleSH(normal)	Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl”
        unity_ColorSpaceLuminance	移除了。使用Luminance()	Include “Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl”

后处理/视觉特效 URP不支持OnPreCull,OnPreRender,OnPostRender和OnRenderImage这些方法。URP支持OnRenderObject和OnWillRenderObject,但是如果在URP中使用你可能会发现问题。因此,如果你曾经在旧管线创建视觉效果时使用它们,那么现在你需要学习新方法了。URP包含以下注入点:

        beginCameraRendering(ScriptableRenderContext context, Camera camera)

        endCameraRendering(ScriptableRenderContext context, Camera camera)

        beginFrameRendering(ScriptableRenderContext context,Camera[] cameras)

        endFrameRendering(ScriptableRenderContext context,Camera[] cameras)

用法示例:

        void OnEnable()
        {
            RenderPipelineManager.beginCameraRendering += MyCameraRendering;
        }

        void OnDisable()
        {
            RenderPipelineManager.beginCameraRendering -= MyCameraRendering;
        }

        void MyCameraRendering(ScriptableRenderContext context, Camera camera)
        {
            ...
            if(camera == myEffectCamera)
            {
            ...
            }
            ...
        }

就像我说的那样,OnWillRenderObject是受支持的,但是,如果你需要在其中执行渲染调用(例如,水反射/折射),它将无法正常工作。调用Camera.Render(),你将看到以下消息:

Recursive rendering is not supported in SRP (are you calling Camera.Render from within a render pipeline?)

翻译过来就是:

SRP不支持递归渲染(你是从渲染管道中调用Camera.Render吗?)

在这种情况下,URP中应该将OnWillRenderObject替换为begin/endCameraRendering(如上面的例子),并调用RenderSingleCamera(),而不是 Camera.Render()。更改上面的示例,你将获得以下内容

        void MyCameraRendering(ScriptableRenderContext context, Camera camera)
        {
            ...
            if(camera == myEffectCamera)
            {
            ...
                UniversalRenderPipeline.RenderSingleCamera(context, camera);
            }
            ...
        }

使用后处理的另一种方法是使用ScriptableRendererFeature。这篇文章很好地解释了使用RenderFeature的描边效果。ScriptableRendererFeature可以让你将ScriptableRenderPass(es)注入到渲染管线的不同阶段,因此是创建后处理效果的强大工具。注入位置可以包含以下:

            BeforeRendering

            BeforeRenderingShadows

            AfterRenderingShadows

            BeforeRenderingPrepasses

            AfterRenderingPrePasses

            BeforeRenderingOpaques

            AfterRenderingOpaques

            BeforeRenderingSkybox

            AfterRenderingSkybox

            BeforeRenderingTransparents

            AfterRenderingTransparents

            BeforeRenderingPostProcessing

            AfterRenderingPostProcessing

            AfterRendering

这是ScriptableRendererFeature使用自定义材质执行blit的简单示例:

public class CustomRenderPassFeature : ScriptableRendererFeature
{
    class CustomRenderPass : ScriptableRenderPass
    {
        CustomRPSettings _CustomRPSettings;
        RenderTargetHandle _TemporaryColorTexture;

        private RenderTargetIdentifier _Source;
        private RenderTargetHandle _Destination;

        public CustomRenderPass(CustomRPSettings settings)
        {
            _CustomRPSettings = settings;
        }

        public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
        {
            _Source = source;
            _Destination = destination;
        }

        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
        {
            _TemporaryColorTexture.Init("_TemporaryColorTexture");
        }

        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get("My Pass");

            if (_Destination == RenderTargetHandle.CameraTarget)
            {
                cmd.GetTemporaryRT(_TemporaryColorTexture.id, renderingData.cameraData.cameraTargetDescriptor, FilterMode.Point);
                cmd.Blit(_Source, _TemporaryColorTexture.Identifier());
                cmd.Blit(_TemporaryColorTexture.Identifier(), _Source, _CustomRPSettings.m_Material);
            }
            else
            {
                cmd.Blit(_Source, _Destination.Identifier(), _CustomRPSettings.m_Material, 0);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }

        public override void FrameCleanup(CommandBuffer cmd)
        {
            if (_Destination == RenderTargetHandle.CameraTarget)
            {
                cmd.ReleaseTemporaryRT(_TemporaryColorTexture.id);
            }
        }
    }

    [System.Serializable]
    public class CustomRPSettings
    {
        public Material m_Material;
    }

    public CustomRPSettings m_CustomRPSettings = new CustomRPSettings();
    CustomRenderPass _ScriptablePass;

    public override void Create()
    {
        _ScriptablePass = new CustomRenderPass(m_CustomRPSettings);

        _ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        _ScriptablePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget);
        renderer.EnqueuePass(_ScriptablePass);
    }
}

你可以通过单击“Create > Rendering > Universal Render Pipeline > Renderer Feature”来创建一个ScriptableRendererFeature。你创建的功能必须添加到你的中ForwardRenderer。为此,选择ForwardRenderer,单击Add Renderer Feature,然后选择要添加的功能。你可以在Inspector中公开属性,例如上面的例子中包含了一个材质球属性。



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