commanderbuffer学习(制作模型描边)转
转载自:使用CommandBuffer实现描边效果 - 简书 (jians//声明
CommandBuffer commandBuffer = new CommandBuffer();
//设置渲染目标
commandBuffer.SetRe
nderTarget
(renderTexture);
commandBuffer.ClearRenderTarget(true,true,Color.black);
//设置渲染数据
commandBuffer.DrawRenderer( targetRenderer,material);
//将commandBuffer的渲染结果进行后期处理效果
commandBuffer.Bilt(renderTexture,DestTexture,material);
//向主camera中插入CommandBuffer
commandBuffer.AddCommandBuffer(CameraEvent.BeforeForwardOpaque,commandBuffer);
//用Graphics的方法调用绘制
Graphics.ExecuteCommandBuffer(CommandBuffer)
;
commanderBuffer方法:(五)CommandBuffer基本应用 - 81192 - 博客园 (cnblogs.com)
原理:将需要渲染的render绘制到一个RT上,再对这张RT乘个纯色,模糊后与原RT相减得到边框。
using
System.Collections;
using
System.Collections.Generic;
using UnityEngine;
using
UnityEngine.Rendering;
//描边,挂在camera上
public class StrokeController : MonoBehaviour
{
private CommandBuffer commandBuffer = null;
public Material renderMat = null;
private RenderTexture renderTex = null;
public Material effectMat = null;
public Material renderMatMono = null;
// private Renderer targetEBO = null;
private List<Renderer> targetList;
public GameObject targetOBJ = null;
public Color outLineColor = Color.black; //renderMat
public Color objColor = Color.black;
public int outLineSize = 4;
public int BlurSize = 3;
private void Start()
{
if(renderMat && targetOBJ != null)
{
Renderer[] rendererList = targetOBJ.GetComponentsInChildren<Renderer>();
targetList = new List<Renderer>(rendererList);
commandBuffer = new CommandBuffer();
renderTex = RenderTexture.GetTemporary(Screen.width,Screen.height,0);
commandBuffer.SetRenderTarget(renderTex);
commandBuffer.ClearRenderTarget(true,true,Color.black);
renderMatMono.SetColor("_outLineColor", objColor);
foreach (var v in targetList)
{
v.material = renderMatMono;
}
foreach (var v in targetList)
{
commandBuffer.DrawRenderer(v, renderMat);
}
}
else
{
enabled = false;
}
}
private void OnEnable()
{
if(renderTex)
{
RenderTexture.ReleaseTemporary(renderTex);
renderTex = null;
}
if(commandBuffer != null)
{
commandBuffer.Release();
commandBuffer = null;
}
}
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if(renderMat && renderTex && commandBuffer != null)
{
renderMat.SetColor("_outLineColor", outLineColor);
Graphics.ExecuteCommandBuffer(commandBuffer);
RenderTexture temp1 = RenderTexture.GetTemporary(src.width, src.height, 0);
RenderTexture temp2 = RenderTexture.GetTemporary(src.width, src.height, 0);
effectMat.SetInt("_outLineSize", outLineSize);
Graphics.Blit(renderTex, temp1, effectMat, 0);
Graphics.Blit(temp1, temp2, effectMat, 1);
//设置模糊次数
for (int i = 0; i < BlurSize; i++)
{
Graphics.Blit(temp2, temp1, effectMat, 0);
Graphics.Blit(temp1, temp2, effectMat, 1);
}
//将模糊后的图片减去commandBuffer中的实心剪影
effectMat.SetTexture("_renderTex", renderTex);
//effectMat.SetTexture("_MainTex", renderTex);
Graphics.Blit(temp2, temp1, effectMat, 2);
//后期处理,叠入渲染成果
effectMat.SetTexture("_outLineTex", temp1);
Graphics.Blit(src, dest, effectMat, 3);
//释放RT
RenderTexture.ReleaseTemporary(temp1);
RenderTexture.ReleaseTemporary(temp2);
}
else
{
Graphics.Blit(src,dest);
}
}
}
Shader "LZ/effectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_outLineSize("outLineSize",int)=4
//_outLineTex("outLineTex",2D)="black"{}
//_renderTex("renderTex",2D)="black"{}
}
//Founction
CGINCLUDE
float _outLineSize;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
struct a2v{
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
};
struct v2f{
float4 pos:SV_POSITION;
float2 uv[5]:TEXCOORD0;
};
v2f vert_heng(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float2 uv=v.uv;
o.uv[0] = uv;
o.uv[1] = uv + float2(1,0) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[2] = uv + float2(-1,0) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[3] = uv + float2(2,0) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[4] = uv + float2(-2,0) * _outLineSize * _MainTex_TexelSize.xy;
return o;
}
v2f vert_shu(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float2 uv=v.uv;
o.uv[0] = uv;
o.uv[1] = uv + float2(0,1) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[2] = uv + float2(0,-1) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[3] = uv + float2(0,2) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[4] = uv + float2(0,-2) * _outLineSize * _MainTex_TexelSize.xy;
return o;
}
fixed4 frag(v2f i):SV_TARGET{
float3 col = tex2D(_MainTex,i.uv[0]).xyz *0.4026;
float3 col1 = tex2D(_MainTex,i.uv[1]).xyz *0.2442;
float3 col2 = tex2D(_MainTex,i.uv[2]).xyz *0.2442;
float3 col3 = tex2D(_MainTex,i.uv[3]).xyz *0.0545;
float3 col4 = tex2D(_MainTex,i.uv[4]).xyz *0.0545;
float3 finalCol = col+col1+col2+col3+col4;
return fixed4(finalCol,1.0);
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass{
CGPROGRAM
#include"UnityCG.cginc"
#pragma vertex vert_heng
#pragma fragment frag
ENDCG
}
Pass{
CGPROGRAM
#include"UnityCG.cginc"
#pragma vertex vert_shu
#pragma fragment frag
ENDCG
}
//pass 2 ---renderTex------------------------------------------------------------------------------
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f1
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f1 vert (appdata v)
{
v2f1 o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//sampler2D _MainTex;
sampler2D _renderTex;
fixed4 frag (v2f1 i) : SV_Target
{
float3 col= tex2D(_MainTex,i.uv).xyz;
float3 commandCol=tex2D(_renderTex,i.uv).xyz;
float3 finalCol=col-commandCol;
return fixed4(finalCol,1.0);
}
ENDCG
}
//pass3 add outlineTex--------------------------------------------------------------------------------------------------
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f2
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _outLineTex;
v2f2 vert (appdata v)
{
v2f2 o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f2 i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 lineCol=tex2D(_outLineTex,i.uv);
col.xyz+=lineCol.xyz;
return col;
}
ENDCG
}
}
}
Shader "LZ/effectShader"{ Properties { _MainTex ("Texture", 2D) = "white" {} _outLineSize("outLineSize",int)=4 //_outLineTex("outLineTex",2D)="black"{} //_renderTex("renderTex",2D)="black"{} }
//Founction CGINCLUDE
float _outLineSize; sampler2D _MainTex; float4 _MainTex_TexelSize;
struct a2v{ float4 vertex:POSITION; float2 uv:TEXCOORD0; }; struct v2f{ float4 pos:SV_POSITION; float2 uv[5]:TEXCOORD0; };
v2f vert_heng(a2v v){ v2f o; o.pos = UnityObjectToClipPos(v.vertex); float2 uv=v.uv; o.uv[0] = uv; o.uv[1] = uv + float2(1,0) * _outLineSize * _MainTex_TexelSize.xy; o.uv[2] = uv + float2(-1,0) * _outLineSize * _MainTex_TexelSize.xy; o.uv[3] = uv + float2(2,0) * _outLineSize * _MainTex_TexelSize.xy; o.uv[4] = uv + float2(-2,0) * _outLineSize * _MainTex_TexelSize.xy; return o; }
v2f vert_shu(a2v v){ v2f o; o.pos = UnityObjectToClipPos(v.vertex); float2 uv=v.uv; o.uv[0] = uv; o.uv[1] = uv + float2(0,1) * _outLineSize * _MainTex_TexelSize.xy; o.uv[2] = uv + float2(0,-1) * _outLineSize * _MainTex_TexelSize.xy; o.uv[3] = uv + float2(0,2) * _outLineSize * _MainTex_TexelSize.xy; o.uv[4] = uv + float2(0,-2) * _outLineSize * _MainTex_TexelSize.xy; return o; }
fixed4 frag(v2f i):SV_TARGET{ float3 col = tex2D(_MainTex,i.uv[0]).xyz *0.4026; float3 col1 = tex2D(_MainTex,i.uv[1]).xyz *0.2442; float3 col2 = tex2D(_MainTex,i.uv[2]).xyz *0.2442; float3 col3 = tex2D(_MainTex,i.uv[3]).xyz *0.0545; float3 col4 = tex2D(_MainTex,i.uv[4]).xyz *0.0545; float3 finalCol = col+col1+col2+col3+col4; return fixed4(finalCol,1.0); }
ENDCG
SubShader { Cull Off ZWrite Off ZTest Always
Pass{ CGPROGRAM #include"UnityCG.cginc" #pragma vertex vert_heng #pragma fragment frag ENDCG }
Pass{ CGPROGRAM #include"UnityCG.cginc" #pragma vertex vert_shu #pragma fragment frag ENDCG }
//pass 2 ---renderTex------------------------------------------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f1 { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
v2f1 vert (appdata v) { v2f1 o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; }
//sampler2D _MainTex; sampler2D _renderTex;
fixed4 frag (v2f1 i) : SV_Target { float3 col= tex2D(_MainTex,i.uv).xyz; float3 commandCol=tex2D(_renderTex,i.uv).xyz; float3 finalCol=col-commandCol; return fixed4(finalCol,1.0); } ENDCG }
//pass3 add outlineTex--------------------------------------------------------------------------------------------------
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f2 { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
sampler2D _outLineTex;
v2f2 vert (appdata v) { v2f2 o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; }
fixed4 frag (v2f2 i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 lineCol=tex2D(_outLineTex,i.uv); col.xyz+=lineCol.xyz; return col; } ENDCG } }}
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