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 RendererListHandle API 创建要绘制的对象列表。
请遵循以下步骤:
在 ScriptableRenderPass 类中,在用于通道数据的类中,创建一个 RendererListHandle 字段。
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、绘制设置和剔除数据。有关 RenderListParams 对象的更多信息,请参阅在自定义渲染管线中创建简单渲染循环。
有关详细示例,请参阅示例。
在 RecordRenderGraph 方法中,使用 CreateRendererList API 将 RendererListParams 对象转换为渲染图形系统可以使用的句柄。
例如:
RenderListHandle rendererListHandle = renderGraph.CreateRendererList(rendererListParameters);
在通道数据中设置 RendererListHandle 字段。
例如:
passData.objectsToDraw = rendererListHandle;
在通道数据中设置 RendererListHandle 后,可以在列表中绘制对象。
请遵循以下步骤:
在 RecordRenderGraph 方法中,使用 UseRendererList API 告知渲染图系统要使用的对象列表。
例如:
builder.UseRendererList(passData.rendererListHandle);
设置要将对象绘制到其上的纹理。设置颜色纹理和深度纹理,以便 URP 正确渲染对象。
例如,下面的示例告知 URP 绘制到活动摄像机纹理的颜色纹理和深度纹理。
UniversalResourceData frameData = frameContext.Get<UniversalResourceData>();
builder.SetRenderAttachment(frameData.activeColorTexture, 0);
builder.SetRenderAttachmentDepth(frameData.activeDepthTexture, AccessFlags.Write);
在 SetRenderFunc 方法中,使用 DrawRendererList API 绘制渲染器。
例如:
context.cmd.DrawRendererList(passData.rendererListHandle);
以下可编程渲染器功能 (Scriptable Renderer Feature) 使用覆盖材质重新绘制场景中 Lightmode 标签设置为 UniversalForward 的对象。
将此可编程读取器功能 (Scriptable Reader Feature) 添加到渲染器后,请将要使用的材质 (Material To Use) 参数设置为任何材质。
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);
}
}
}
有关另一个示例,请参阅渲染图系统 URP 包示例中名为 RendererList 的示例。