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本文转载自:https://www.jianshu.com/p/3fef69e2efb6
作为技术资料记录和备份,避免遗忘或删除
//================以下为具体内容==========================
本文基于Unity2020.2,URP10,更新于20210303
本文初版内容翻译自:https://teodutra.com/unity/shaders/urp/graphics/2020/05/18/From-Built-in-to-URP/
译者:大智
后续补充:大智
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 |
内容 | 内置管线 | URP |
Core | UnityCG.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 | "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
其他有用的包括:
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
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
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) |
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) |
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。
下列函数可以在此文件中找到:“Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl”.
内置管线 | URP |
float4 UnityObjectToClipPos(float3 pos) | float4 TransformObjectToHClip(float3 positionOS) |
float3 UnityObjectToViewPos(float3 pos) | TransformWorldToView(TransformObjectToWorld(positionOS)) |
内置管线 | URP |
float4 UnityObjectToWorldNormal(float3 pos) | float4 TransformObjectToWorldNormal(float3 normalOS) |
内置管线 | URP | |
float3 UnityWorldSpaceViewDir(float4 v) | GetCameraPositionWS() - i.worldPos | |
float3 UnityObjectToWorldDir(float4 v) | TransformObjectToWorldDir(real3 dirOS) | |
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 | |
TANGENT_SPACE_ROTATION |
内置管线 | URP | |
float3 UnityWorldSpaceLightDir(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” |
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 |
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。
除了光照相关的变量外,其他的变量名都基本没变
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。
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。 |
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); |
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” |
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” |
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:
publicclass 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。
作者:洪智
链接:https://www.jianshu.com/p/3fef69e2efb6
来源:简书
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