这里Canvas(1)设置为Overlay能渲染出指定UI高清,其他UI模糊,然而这做法非常不好,如果此时再打开UI 以及 关闭模糊效果 要将这些置顶UI 恢复到原本Canvas里,也就是要管理2套Canvas
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
-
- public class Blur : ScriptableRendererFeature
- {
- [Serializable] //序列化 会在ForwardRenderer下创建Blur时看到m_Data就是它
- public class BlurData
- {
- //blur材质
- public Material material;
-
- public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
-
- //渲染次数,次数越大图像会越模糊
- [Range(0, 4)]
- public int iterations = 3;
-
- //模糊采样间距,越大越模糊
- [Range(0.2f, 3.0f)]
- public float blurSpread = 0.6f;
-
- //缩小比例(2代表缩小1/2) 越大越模糊,性能越好,但是会逐渐像素化!
- [Range(1, 8)]
- public int downSample = 2;
- }
-
- public class BlurRenderPass : ScriptableRenderPass
- {
- private BlurData m_Data; //ForwardRenderer下Blur(ScriptableRendererFeature)资源的序列化参数数据
- private RenderTargetIdentifier m_Source;//屏幕图
- private RenderTargetHandle m_Buffer0;//缓冲区1
- private RenderTargetHandle m_Buffer1;//缓冲区2
-
- private int m_BlurSize = Shader.PropertyToID("_BlurSize");
-
- public BlurRenderPass(BlurData data)
- {
- this.m_Data = data;
- }
- public void Setup(RenderTargetIdentifier cameraColorTarget)
- {
- m_Buffer0.Init("_Buffer0");
- m_Buffer1.Init("_Buffer1");
- this.m_Source = cameraColorTarget;//该pass所在管线 ForwardRenderer 所处的摄像机主纹理
- }
- public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
- {
- var width = cameraTextureDescriptor.width / m_Data.downSample;
- var height = cameraTextureDescriptor.height / m_Data.downSample;
-
- cmd.GetTemporaryRT(m_Buffer0.id, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
- cmd.GetTemporaryRT(m_Buffer1.id, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
- }
-
- public override void FrameCleanup(CommandBuffer cmd)
- {
- cmd.ReleaseTemporaryRT(m_Buffer0.id);
- cmd.ReleaseTemporaryRT(m_Buffer1.id);
- }
-
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- var mat = m_Data.material;
- if (mat == null) return;
- //renderingData.cameraData.camera 可获取摄像机判定哪个摄像机才进行处理渲染(每个摄像机都会进一遍pass 如果摄像机有多个且都有这个Blur(ScriptableRendererFeature资源)
- CommandBuffer cmd = CommandBufferPool.Get("MyBlurCmd"); //从池获取一个cmd 命名为MyBlurCmd 能在FrameDebugger看到
- cmd.Blit(m_Source, m_Buffer0.Identifier());//将摄像机图渲染至buffer0
- //开始iterations次渲染,每次都会进行2次Pass操作:横向、纵向(谁先谁后都无所谓
- for (int i = 0; i < m_Data.iterations; i++)
- {
- mat.SetFloat(m_BlurSize, 1.0f + i * m_Data.blurSpread);//指定采样间距,逐级递增的形式
- cmd.Blit(m_Buffer0.Identifier(), m_Buffer1.Identifier(), mat, 0);
- var tmp = m_Buffer0;
- m_Buffer0 = m_Buffer1; //注意最终都会将渲染结果输出到m_Buffer0
- m_Buffer1 = tmp;
- }
- cmd.Blit(m_Buffer0.Identifier(), m_Source); //将最终结果渲染到摄像机上
- //执行cmd
- context.ExecuteCommandBuffer(cmd);
- //清空回收cmd
- cmd.Clear();
- CommandBufferPool.Release(cmd);
- }
- }
-
- public BlurData data = new BlurData();
-
- private BlurRenderPass m_Pass;
-
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
- {
- var src = renderer.cameraColorTarget;
- m_Pass.Setup(src); //设置摄像机输出的颜色纹理
- renderer.EnqueuePass(m_Pass); //入队渲染pass
- }
-
- public override void Create()
- {
- m_Pass = new BlurRenderPass(data); //创建一个pass
- m_Pass.renderPassEvent = data.renderPassEvent; //设置pass的渲染时机在某个节点后(导致问题,无法类似grab一样在某一个UI渲染时进行渲染 而必须等到所有UI渲染完成才进行渲染。。
- //无法做到置顶UI高清,底下UI模糊的效果.
- //所以下一步是思考如何实现这个吧..
- }
- }
Shader代码实现模糊
- //注意 注释掉的CGINCLUDE CDEND UnityCG.cginc 等一系列带cg或注释的方法都是传统CG管线的内容
- // 新内容会是HLSLxxx字眼形式出现 (目的是演示如何将CG代码改为URP管线代码)
- Shader "MilkShader/Twently/G_GaussianBlur"
- {
- Properties
- {
- _MainTex("Texture", 2D) = "white" {}
- //采样间距系数
- _BlurSize("Blur Size", Float) = 1.0
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" }
- LOD 100
-
- //CGINCLUDE ... ENDCG 是一种组织结构,放在它里面的方法可以被任意Pass直接使用..相当于所有Pass都会有这些内容
- //CGINCLUDE //CG
- HLSLINCLUDE
- //#include "UnityCG.cginc" //CG
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- sampler2D _MainTex;
- half4 _MainTex_TexelSize;
- float _BlurSize;
-
- //URP下没有appdata_img结构 要自定义
- struct a2v
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 pos : SV_POSITION;
- half2 uv[5] : TEXCOORD0;
- };
-
- //我们只需要appdata_img内置结构的数据传入即可(有顶点、纹理坐标)
- v2f vertBlurVertical(a2v v) {
- v2f o;
-
- //o.pos = UnityObjectToClipPos(v.vertex); //CG
- VertexPositionInputs vertexInputs = GetVertexPositionInputs(v.vertex.xyz);
- o.pos = vertexInputs.positionCS;
- half2 uv = v.texcoord;
-
- //纵向的5个像素点纹理坐标
- o.uv[0] = uv;
- o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
- o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize;
- o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
- o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize;
- return o;
- }
-
- v2f vertBlurHorizontal(a2v v) {
- v2f o;
- //o.pos = UnityObjectToClipPos(v.vertex); //CG
- VertexPositionInputs vertexInputs = GetVertexPositionInputs(v.vertex.xyz);
- o.pos = vertexInputs.positionCS;
- half2 uv = v.texcoord;
-
- //横向的5个像素点纹理坐标
- o.uv[0] = uv;
- o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
- o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize;
- o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
- o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize;
- return o;
- }
-
- //无论是纵向还是横向,它们都会使用这个片元着色器,处理手法一样
- half4 fragBlur(v2f i) : SV_Target{
- float weight[3] = {0.4026, 0.2442, 0.0545};
- //采样RGB然后进行乘以对应的权重累加到sum
- half3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0];
- for (int it = 1; it < 3; it++) {
- sum += tex2D(_MainTex, i.uv[it * 2 - 1]).rgb * weight[it];
- sum += tex2D(_MainTex, i.uv[it * 2]).rgb * weight[it];
- }
- //是的这样就完成了,模糊。。。。
- return half4(sum, 1.0);
- }
- //ENDCG //CG
- ENDHLSL
-
- //上面都是INCLUDE内容即下面Pass都可使用的内容
- //标配写法
- ZTest Always Cull Off ZWrite Off
- //第一个PASS,纵向模糊处理
- Pass
- {
- NAME "GAUSSIAN_BLUR_VERTICAL"
-
- //CGPROGRAM //CG
- HLSLPROGRAM
-
- //纵向的顶点着色器
- #pragma vertex vertBlurVertical
- //片元着色器
- #pragma fragment fragBlur
-
- //ENDCG //CG
- ENDHLSL
- }
- //第二个Pass 横向模糊处理
- Pass
- {
- NAME "GAUSSIAN_BLUR_HORIZONTAL"
-
- //CGPROGRAM
- HLSLPROGRAM
-
- //横向的顶点着色器
- #pragma vertex vertBlurHorizontal
- //片元着色器
- #pragma fragment fragBlur
-
- //ENDCG
- ENDHLSL
- }
- }//完成SubShader
- Fallback Off
- }
1个Canvas和2个摄像机
主要以上内容,实际上就是因为Render Pass Event是只能After Rendering Transpanrets在透明物体渲染完成后进行屏幕后处理模糊,导致无法实现置顶UI高清,底下UI模糊的需求,如果可以控制这个后处理时机是在置顶UI渲染之前进行后处理,等后处理完成后再渲染指定UI 那就可以,然而...
TODO!!!