使用CommandBuffer实现描边效果

作者: 万里_aa3f | 来源:发表于2019-02-20 00:19 被阅读0次

使用CommandBuffer实现描边效果


1.什么是CommandBuffer
2.C#脚本常用命令
3.描边实现思路

1.什么是CommandBuffer


上图是摄像机渲染的两个路径,也是大多数引擎的常用法宝。这两种通用的方法,能很好的解决常会物体的渲染的光影效果。但一些特效会需要在次基础上进行改动。CommandBuffer可以在上图任意的绿点插入式渲染。
比如屁股中黑百合的大招。透视的看见敌人。但常规的渲染,在深度测试时,这些物体人物将会被剔除。
为了解决次问题常规的方法,是设置一个和MainCamera参数大致相同的摄像机,用材质覆盖的方法去渲染RT;
然后将RT通过后期处理的方式,叠在MainCamera的ColorBuffer中。
但此过程过于麻烦,CommandBuffer脚本很好的简化了此过程;


2.CommandBuffer类的常规操作

//声明
CommandBuffer commandBuffer = new CommandBuffer();
//设置渲染目标
commandBuffer.SetRenderTarget(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);

3.描边实现思路

1.将人物渲染乘纯色到一个RT



2.进行多步的高斯模糊,再将RT2的颜色减去RT1中的颜色




3.将最后的RT叠通过后期处理叠在最终图片上

脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;

[ExecuteInEditMode]
public class CommendBuffer : MonoBehaviour
{
    //obj content
    private  CommandBuffer commandBuffer=null;

    public Material renderMat=null;
    private RenderTexture renderTex=null;
    public Material effectMat=null;

    private Renderer targetEBO=null;
    public GameObject targetOBJ=null;

    

    //value set 
    public Color outLineColor=Color.black;      //renderMat
    public int outLineSize = 4;
    public int BlurSize=3;

    // Start is called before the first frame update
    void Start()
    {

        if(renderMat&&targetOBJ!=null){
            //data
            targetEBO = targetOBJ.GetComponent<Renderer>();
            commandBuffer = new CommandBuffer();

            renderTex = RenderTexture.GetTemporary(Screen.width , Screen.height , 0);
            commandBuffer.SetRenderTarget(renderTex);
            commandBuffer.ClearRenderTarget(true,true,Color.black);
            commandBuffer.DrawRenderer(targetEBO,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){
            //render commandBuffer
            renderMat.SetColor("_outLineColor",outLineColor);
            Graphics.ExecuteCommandBuffer(commandBuffer);
            //声明用来模糊的RT
            RenderTexture temp1 = RenderTexture.GetTemporary(src.width,src.width,0);
            RenderTexture temp2 = RenderTexture.GetTemporary(src.width,src.width,0);
            
            effectMat.SetInt("_outLineSize",outLineSize);
            //先进行一次模糊,因为无法直接用循环叠加commandBuffer
            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);
            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 = pss0 pass1(横向、纵向高斯模糊) + pass2(减法)+ pass3(叠加)

commandBuffer弄纯色的shader太简单就不写了

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;
            };

            v2f2 vert (appdata v)
            {
                v2f2 o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            //sampler2D _MainTex;
            sampler2D _outLineTex;

            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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