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Unity自定义SRP(十六):内嵌VFX Graph

Unity自定义SRP(十六):内嵌VFX Graph

作者: Dragon_boy | 来源:发表于2021-04-27 20:48 被阅读0次

    参考:https://forum.unity.com/threads/state-of-vfx-graph-for-custom-srps.951059/

    VFX是Unity基于GPU的全新的粒子系统,但只支持内置的管线(传统,URP,HDRP)。我们自己的RP要想使用VFX的话,需要一点技巧。

    如果我们查看Packages/Visual Effect Graph/Editor/PackageInfo.cs的话,我们可以看到:

    using System.Runtime.CompilerServices;
    
    [assembly: InternalsVisibleTo("Unity.VisualEffectGraph.EditorTests")]
    [assembly: InternalsVisibleTo("Unity.VisualEffectGraph.EditorTests-testable")]
    [assembly: InternalsVisibleTo("Unity.VisualEffectGraph.RuntimeTests")]
    [assembly: InternalsVisibleTo("Unity.VisualEffectGraph.RuntimeTests-testable")]
    [assembly: InternalsVisibleTo("Unity.Testing.VisualEffectGraph.Tests")]
    [assembly: InternalsVisibleTo("Unity.Testing.VisualEffectGraph.Tests-testable")]
    [assembly: InternalsVisibleTo("Unity.Testing.VisualEffectGraph.EditorTests")]
    [assembly: InternalsVisibleTo("Unity.Testing.VisualEffectGraph.EditorTests-testable")]
    [assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor")]
    [assembly: InternalsVisibleTo("Unity.RenderPipelines.HighDefinition.Editor-testable")]
    

    以上这些定义了Unity.VisualEffectGraph.Editor这一assembly对哪些assembly内部可见,即可以使用VFX Graph。我们可以看到HDRP是单独定义的,因此可以模仿其构建一个assembly definition。

    assembly definition的文档参考:https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html

    创建一个VFXGraph文件夹,并加入一个Unity.RenderPipelines.HighDefinition.Editor.asmdef文件,内容如下:

    {
        "name": "Unity.RenderPipelines.HighDefinition.Editor",
        "references" : [
            "Unity.VisualEffectGraph.Editor"
        ],
        "includePatforms":[
            "Editor"
        ],
        "excludePlatforms": [],
        "allowUnsafeCode": true,
        "overrideReferences": false,
        "precompiledReferences": [],
        "autoReferenced": true,
        "defineConstraints": []
    }
    
    

    创建好之后,VFXGraph文件夹下就可以访问所需的内容了。接着创建一个自定义的VFX Binder:

    using System;
    
    namespace UnityEditor.VFX.HDRP
    {
        class CustomVFXBinder : VFXSRPBinder
        {
            public override string templatePath { get { return "Assets/Custom RP/VFXGraph/Editor/Shaders"; } }
            public override string runtimePath { get { return "Assets/Custom RP/VFXGraph/Runtime/Shaders"; } }
    
            public override string SRPAssetTypeStr { get { return "CustomRenderPipelineAsset"; } }
    
            public override Type SRPOutputDataType
            {
                get { return null; }
            }
        }
    }
    

    注意命名空间,这个VFX Binder与HDRP的类似,主要是告知模板等着色器的路径等。

    接下来要做的就是将模板加入到我们的SRP中。参考Packages/Visual Effect Graph/Shaders/RenderPipeline/Universal来设置模板即可,也可以参考HDRP的模板来编写或直接使用。

    VFXPasses里面主要是SRP中使用的LightModestag的定义,以及一些函数,放于VFXGraph/Editor/Shaders下:

    ${VFXBegin:VFXPassForward}"CustomLit"${VFXEnd}
    ${VFXBegin:VFXPassShadow}"ShadowCaster"${VFXEnd}
    ${VFXBegin:VFXPassVelocity}"MotionVectors"${VFXEnd}
    ${VFXBegin:VFXPassForwardAdditionalPragma}#pragma multi_compile_fog${VFXEnd}
    
    ${VFXBegin:VFXShaderGraphFunctionsInclude}
    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
    ${VFXEnd}
    

    注意VFXCommon.hlslVFXDefines也要加上,其中包含生成的计算着色器所需要的方法和定义,可以直接复制,当然我们也可以修改为适合自己管线的方法。

    最基础的是模板VFXParticlePlanarPrimitive.template

    {
        SubShader
        {   
            Cull Off
            
            ${VFXInclude("Shaders/VFXParticleHeader.template")}
            ${VFXInclude("Shaders/ParticlePlanarPrimitives/PassSelection.template")}
            ${VFXInclude("Shaders/ParticlePlanarPrimitives/PassForward.template")}
            ${VFXInclude("Shaders/ParticlePlanarPrimitives/PassShadowCaster.template"),USE_CAST_SHADOWS_PASS}
        }
    }
    

    这个直接复制就行,该模板对应Shaders下的许多预制Pass。改文件放于VFXGraph/Editor/Shaders/Templates下。

    最后记得在管线的遍历摄像机渲染的方法中加上:

    UnityEngine.VFX.VFXManager.ProcessCamera(camera);
    

    这样,基本的内嵌就完成了。新建一个Visual Effect组件和一个VFX Graph的效果:


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