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要在使用渲染图系统的自定义渲染通道中绘制对象,请使用RendererListHandleAPI 创建要绘制的对象列表。
按着这些次序:
在您的ScriptableRenderPass类,在用于传递数据的类中,创建一个RendererListHandle田。
例如:
private class PassData
{
public RendererListHandle objectsToDraw;
}
创建一个 RendererListParams 对象,其中包含要绘制的对象、绘图设置和剔除数据。有关RenderListParams对象,请参阅在自定义渲染管线中创建简单的渲染循环。
有关详细示例,请参阅示例。
在RecordRenderGraph方法,使用CreateRendererList应用程序接口将RendererListParams对象设置为渲染图系统可以使用的句柄。
例如:
RendererListHandle rendererListHandle = renderGraph.CreateRendererList(rendererListParameters);
将RendererListHandle字段。
例如:
passData.objectsToDraw = rendererListHandle;
在您设置RendererListHandle在通道数据中,您可以绘制列表中的对象。
按着这些次序:
在RecordRenderGraph方法,告诉渲染图系统使用对象列表,使用UseRendererList应用程序接口。
例如:
builder.UseRendererList(passData.rendererListHandle);
设置要绘制对象的纹理。设置颜色纹理和深度纹理,以便 URP 正确渲染对象。
例如,以下内容告诉 URP 绘制到活动相机在场景中创建特定视点图像的组件。输出要么绘制到屏幕上,要么作为纹理捕获。更多信息
请参阅术语表质地。
UniversalResourceData frameData = frameContext.Get<UniversalResourceData>();
builder.SetRenderAttachment(frameData.activeColorTexture, 0);
builder.SetRenderAttachmentDepth(frameData.activeDepthTexture, AccessFlags.Write);
在您的SetRenderFunc方法,使用DrawRendererList应用程序接口。
例如:
context.cmd.DrawRendererList(passData.rendererListHandle);
以下可编写脚本渲染器功能会重新绘制场景场景包含游戏的环境和菜单。将每个唯一的场景文件视为一个独特的关卡。在每个场景中,你放置你的环境、障碍物和装饰品,基本上是将你的游戏设计和构建成碎片。更多信息
请参阅术语表具有Lightmode标记设置为UniversalForward,使用覆盖材质。
将此可脚本阅读器功能添加到渲染器后,将 要使用的材质(Material To Use) 参数设置为任意材质。
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
public class DrawObjectsWithOverrideMaterial : ScriptableRendererFeature
{
DrawObjectsPass drawObjectsPass;
public Material overrideMaterial;
public override void Create()
{
// Create the render pass that draws the objects, and pass in the override material
drawObjectsPass = new DrawObjectsPass(overrideMaterial);
// Insert render passes after URP's post-processing render pass
drawObjectsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
// Add the render pass to the URP rendering loop
renderer.EnqueuePass(drawObjectsPass);
}
class DrawObjectsPass : ScriptableRenderPass
{
private Material materialToUse;
public DrawObjectsPass(Material overrideMaterial)
{
// Set the pass's local copy of the override material
materialToUse = overrideMaterial;
}
private class PassData
{
// Create a field to store the list of objects to draw
public RendererListHandle rendererListHandle;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Redraw objects", out var passData))
{
// Get the data needed to create the list of objects to draw
UniversalRenderingData renderingData = frameContext.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameContext.Get<UniversalCameraData>();
UniversalLightData lightData = frameContext.Get<UniversalLightData>();
SortingCriteria sortFlags = cameraData.defaultOpaqueSortFlags;
RenderQueueRange renderQueueRange = RenderQueueRange.opaque;
FilteringSettings filterSettings = new FilteringSettings(renderQueueRange, ~0);
// Redraw only objects that have their LightMode tag set to UniversalForward
ShaderTagId shadersToOverride = new ShaderTagId("UniversalForward");
// Create drawing settings
DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(shadersToOverride, renderingData, cameraData, lightData, sortFlags);
// Add the override material to the drawing settings
drawSettings.overrideMaterial = materialToUse;
// Create the list of objects to draw
var rendererListParameters = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings);
// Convert the list to a list handle that the render graph system can use
passData.rendererListHandle = renderGraph.CreateRendererList(rendererListParameters);
// Set the render target as the color and depth textures of the active camera texture
UniversalResourceData resourceData = frameContext.Get<UniversalResourceData>();
builder.UseRendererList(passData.rendererListHandle);
builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write);
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
static void ExecutePass(PassData data, RasterGraphContext context)
{
// Clear the render target to black
context.cmd.ClearRenderTarget(true, true, Color.black);
// Draw the objects in the list
context.cmd.DrawRendererList(data.rendererListHandle);
}
}
}
对于另一个示例,请参阅渲染图系统URP包示例中名为RendererList的示例。