目录
内置管线Shader升级到URP详细手册
前言
本文初版内容翻译自:
https://teodutra.com/unity/shaders/urp/graphics/2020/05/18/From-Built-in-to-URP/
在开始之前,这里有一些有用的链接可以帮助深入了解URP内容:
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 | HLSLPROGRAM |
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及相关 | 旧版本不支持 |
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
-
UniversalGBuffer
-
UniversalForwardOnly
-
DepthNormalsOnly
-
SRPDefaultUnlit
新增的照明模式详情:在此处
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) |
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 | 备注 |
---|---|---|
float3 WorldSpaceViewDir (float4 v) | float3 GetWorldSpaceViewDir(float3 positionWS) | Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl” |
float3 ObjSpaceViewDir (float4 v) | 移除,可以用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中用的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 | 备注 |
---|---|---|
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 | 备注 |
---|---|---|
float4 ComputeScreenPos (float4 clipPos) | float4 ComputeScreenPos(float4 positionCS) | Include “Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl” |
float4 ComputeGrabScreenPos (float4 clipPos) | 移除 |
顶点照明辅助函数
内置管线 | URP | 备注 |
---|---|---|
float3 ShadeVertexLights (float4 vertex, float3 normal) | 移除了,可以尝试使用UNITY_LIGHTMODEL_AMBIENT.xyz + VertexLighting(...) |
对于VertexLighting(...) includePackages/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 | 备注 |
---|---|---|
_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 | 备注 |
---|---|---|
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 | 备注 |
---|---|---|
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 | 备注 |
---|---|---|
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,如果曾经在旧管线创建视觉效果时使用它们,那么现在需要学习新方法了。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)
{
...
}
...
}
OnWillRenderObject
是受支持的,但是,如果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()
,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,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);
}
}
可以通过单击“Create > Rendering > Universal Render Pipeline > Renderer Feature”来创建一个ScriptableRendererFeature。创建的功能必须添加到ForwardRenderer。为此,选择ForwardRenderer,单击Add Renderer Feature,然后选择要添加的功能。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。
标签:内置,pipelines,render,Shader,unity,URP,ShaderLibrary,com From: https://www.cnblogs.com/kexiaohao/p/16638070.html