Version: Unity 6.0 (6000.0)
언어 : 한국어
URP에서 스크립팅을 통해 렌더 패스 삽입
URP의 주입 지점 레퍼런스

Restrict a render pass to a scene area in URP

To restrict a render pass to a specific area of a scene, add a volume to the scene, then add code to your render pass and your shader to check if the camera is inside the volume.

Follow these steps:

  1. Update your shader code to enable or disable your custom rendering effect based on a Boolean value.

    For example, add the following code to your shader:

    Pass
    {
        ...
    
        // Add a variable to enable or disable your custom rendering effect
        float _Enabled;
    
        ...
    
        float4 Frag(Varyings input) : SV_Target0
        {
            ...
    
            // Return the color with the effect if the variable is 1, or the original color if the variable is 0
            if (_Enabled == 1){
                return colorWithEffect;
            } else {
                return originalColor;
            }
        }
    }
    
  2. Create a script that implements the VolumeComponent class. This creates a volume override component that you can add to a volume.

    using UnityEngine;
    using UnityEngine.Rendering;
    
    public class MyVolumeOverride : VolumeComponent
    {
    }
    
  3. In the Hierarchy window, select the Add (+) button, then select GameObject > Volume > Box Volume.

  4. In the Inspector window for the new box volume, under Volume, select New to create a new volume profile.

  5. Select Add override, then select your volume override component, for example My Volume Override.

  6. Add a property to the volume override script. Unity adds the property in the Inspector window of the volume override.

    For example:

    public class MyVolumeOverride : VolumeComponent
    {
        // Add an 'Effect Enabled' checkbox to the Volume Override, with a default value of true.
        public BoolParameter effectEnabled = new BoolParameter(true);
    }
    
  7. In your custom pass, use the GetComponent API to get the volume override component and check the value of the property.

    For example:

    class myCustomPass : ScriptableRenderPass
    {
    
        ...
    
        public void Setup(Material material)
        {
            // Get the volume override component
            MyVolumeOverride myOverride = VolumeManager.instance.stack.GetComponent<MyVolumeOverride>();
    
            // Get the value of the 'Effect Enabled' property
            bool effectStatus = myOverride.effectEnabled.overrideState ? myOverride.effectEnabled.value : false;
        }
    }
    
  8. Pass the value of the property to the variable you added to the shader code.

    For example:

    class myCustomPass : ScriptableRenderPass
    {
    
        ...
    
        public void Setup(Material material)
        {
            MyVolumeOverride myOverride = VolumeManager.instance.stack.GetComponent<MyVolumeOverride>();
            bool effectStatus = myOverride.effectEnabled.overrideState ? myOverride.effectEnabled.value : false;
    
            // Pass the value to the shader
            material.SetFloat("_Enabled", effectStatus ? 1 : 0);
        }
    }
    

Your custom rendering effect is now enabled when the camera is inside the volume, and disabled when the camera is outside the volume.

Additional resources

URP에서 스크립팅을 통해 렌더 패스 삽입
URP의 주입 지점 레퍼런스
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