Unity Shader Example 28 (Reuse Depth Buffer)
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两个相机,同一个位置,渲染不同层次的物体,也可以有深度关系的一种做法。
1. 层次结构
SceneCamera 只渲染 除特效层以外的 物体,(特效层 cameraEffect)
EffectCamera 只渲染 特效层 的物体,
2. SceneCamera 的设置:
Culling Mask : 去除 特效层次,cameraEffect
添加RenderTexture : EffectTexture
添加SceneCameraRTMgr : 为了把 EffectTexture的颜色变成黑色,但是会保存 depth Buffer.
脚本:
using System.Collections;using System.Collections.Generic;using UnityEngine;public class SceneCamerRTMgr : MonoBehaviour { public Shader delMainColShader; private Material _delMainColMat; void Start() { _delMainColMat = new Material(delMainColShader); } public void OnRenderImage(RenderTexture source, RenderTexture destination) { Graphics.Blit(source, destination, _delMainColMat); }}
Shader:
Shader "Hidden/DelMainCol"{Properties{_MainTex ("Texture", 2D) = "white" {}}SubShader{// No culling or depthCull Off ZWrite Off ZTest AlwaysPass{CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;};struct v2f{float2 uv : TEXCOORD0;float4 vertex : SV_POSITION;};v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = v.uv;return o;}sampler2D _MainTex;fixed4 frag (v2f i) : SV_Target{return fixed4(0, 0, 0, 0);}ENDCG}}}
目的只渲染场景的物体。
3. EffectCamera 的设置:
Culling Mask : cameraEffect ,(为了只渲染特效)
Clear Flags : Dont Clear. (因为EffectTexture被清空了颜色,这里就是为了不清空 EffectTexture的深度信息,可以让 EffectCamera 渲染的时候,利用 EffectTexture的深度缓存)
最后的结果就是, EffectCamera 利用 EffectTexture 的深度缓存来渲染,这样就可以进行深度测试。
4. Main Camera:
Culling Mask : 去掉CameraEffect, 不渲染特效。
脚本:
using System.Collections;using System.Collections.Generic;using UnityEngine;public class EffectBloom : MonoBehaviour { public RenderTexture effectBloomRT; public Shader blendFactorShader; private Material _blendFactorMat; public Shader bloomEffectShader; private Material _bloomEffectMat; private void Start() { _blendFactorMat = new Material(blendFactorShader); _bloomEffectMat = new Material(bloomEffectShader); } public void OnRenderImage(RenderTexture source, RenderTexture destination) { RenderTexture tempBlendFactorRT = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); Graphics.Blit(effectBloomRT, tempBlendFactorRT, _blendFactorMat); _bloomEffectMat.SetTexture("_BlendFactorTex", tempBlendFactorRT); _bloomEffectMat.SetTexture("_EffectBloomTex", effectBloomRT); Graphics.Blit(source, destination, _bloomEffectMat); RenderTexture.ReleaseTemporary(tempBlendFactorRT); }}
Shader :
Shader "Hidden/BlendFactor"{Properties{_MainTex("_MainTex", 2D) = "white" {}}SubShader{// No culling or depthCull Off ZWrite Off ZTest AlwaysPass{CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;};struct v2f{float2 uv : TEXCOORD0;float4 vertex : SV_POSITION;};v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = v.uv;return o;}sampler2D _MainTex;fixed4 frag (v2f i) : SV_Target{fixed4 col = tex2D(_MainTex, i.uv);return fixed4(col.a, 0, 0, 1);}ENDCG}}}
Shader "Hidden/BloomEffect"{Properties{_MainTex ("Texture", 2D) = "white" {}_BlendFactorTex("Blend Factor Textrue", 2D) = "white" {}_EffectBloomTex("Effect Bloom Textrue", 2D) = "white" {}}SubShader{// No culling or depthCull Off ZWrite Off ZTest AlwaysPass{CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;};struct v2f{float2 uv : TEXCOORD0;float4 vertex : SV_POSITION;};v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = v.uv;return o;}sampler2D _MainTex;sampler2D _BlendFactorTex;sampler2D _EffectBloomTex;fixed4 frag (v2f i) : SV_Target{fixed4 mainCol = tex2D(_MainTex, i.uv);fixed4 effectCol = tex2D(_EffectBloomTex, i.uv);fixed4 blendFactorCol = tex2D(_BlendFactorTex, i.uv);fixed factor = blendFactorCol.r;//fixed factor = (effectCol.r + effectCol.g + effectCol.b) * 0.333333;//fixed4 resCol = lerp(mainCol, effectCol, factor);fixed4 resCol = 3 * effectCol * factor + mainCol;return resCol;}ENDCG}}}
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