目录调整

This commit is contained in:
StarBeats 2026-01-31 12:25:51 +08:00
parent d7beb63413
commit eb31f54866
32 changed files with 412 additions and 6 deletions

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@ -77,7 +77,8 @@ namespace X.Rendering.Scene
this.sceneEffect = sceneEffect; this.sceneEffect = sceneEffect;
profiler = new(nameof(CapsuleShadowPass)); profiler = new(nameof(CapsuleShadowPass));
renderPassEvent = settings.RenderPassEvent; renderPassEvent = settings.RenderPassEvent;
commandBuffer = CommandBufferPool.Get(nameof(CapsuleShadowPass) + sceneEffect.name); commandBuffer = new CommandBuffer();
commandBuffer.name = nameof(CapsuleShadowPass) + sceneEffect.name;
} }
public void Dispose() public void Dispose()

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Shader "Hidden/WBOIT/WBOITBlend"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
ZTest Always Cull Back ZWrite Off Fog { Mode Off }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _AccumTex;
sampler2D _RevealageTex;
v2f vert (uint vertexID: SV_VertexID)
{
v2f o;
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
float4 pos = float4(uv * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0);
#ifdef UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
pos = ApplyPretransformRotation(pos);
#endif
#if UNITY_UV_STARTS_AT_TOP
uv = float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));
#endif
o.vertex = pos;
o.uv = uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 background = tex2D(_MainTex, i.uv);
float4 accum = tex2D(_AccumTex, i.uv);
float r = tex2D(_RevealageTex, i.uv).r;
fixed4 col = float4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r);
return (1.0 - col.a) * col + col.a * background;
}
ENDCG
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class WBOITFeature : ScriptableRendererFeature
{
[Serializable]
public class FilterSettings
{
public RenderQueueType RenderQueueType;
public LayerMask LayerMask;
public FilterSettings()
{
RenderQueueType = RenderQueueType.Transparent;
LayerMask = 0;
}
}
[Serializable]
public class OITSettings
{
public RenderPassEvent RenderPassEvent = RenderPassEvent.AfterRenderingOpaques;
public FilterSettings FilterSettings = new FilterSettings();
public Shader BlendShader;
}
[SerializeField]
OITSettings settings;
OITRenderPass pass;
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var cam = renderingData.cameraData;
if (cam.cameraType != CameraType.Game && cam.cameraType != CameraType.SceneView)
{
return;
}
renderer.EnqueuePass(pass);
}
public override void Create()
{
pass = new OITRenderPass(settings);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
pass.Dispose();
}
class OITRenderPass : ScriptableRenderPass, IDisposable
{
private ProfilingSampler profiler;
private CommandBuffer commandBuffer;
private OITSettings settings;
private Material blendMaterial;
static readonly int accumTexID = Shader.PropertyToID("_AccumTex");
static readonly int revealageTexID = Shader.PropertyToID("_RevealageTex");
static readonly int mainTexID = Shader.PropertyToID("_MainTex");
RTHandle[] oitRTids = new RTHandle[2];
private ShaderTagId shaderTagId = new ShaderTagId("DoOIT");
public OITRenderPass(OITSettings settings)
{
this.settings = settings;
profiler = new(nameof(OITRenderPass));
commandBuffer = new CommandBuffer();
commandBuffer.name = profiler.name;
renderPassEvent = settings.RenderPassEvent;
blendMaterial = new Material(settings.BlendShader);
}
public void Dispose()
{
oitRTids[0]?.Release();
oitRTids[1]?.Release();
commandBuffer.Release();
GameObject.DestroyImmediate(blendMaterial);
}
RTHandle destinationRT;
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cmd = commandBuffer;
using var scp = new ProfilingScope(cmd, profiler);
var rdr = renderingData.cameraData.renderer;
var desc = renderingData.cameraData.cameraTargetDescriptor;
desc.depthBufferBits = 0;
desc.sRGB = false;
RenderingUtils.ReAllocateIfNeeded(ref oitRTids[0], desc, filterMode: FilterMode.Bilinear);
RenderingUtils.ReAllocateIfNeeded(ref destinationRT, desc, filterMode: FilterMode.Bilinear);
cmd.SetRenderTarget(oitRTids[0]);
cmd.ClearRenderTarget(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f));
desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, FormatUsage.Render) ? GraphicsFormat.R16_SFloat : GraphicsFormat.R32_SFloat;
RenderingUtils.ReAllocateIfNeeded(ref oitRTids[1], desc, filterMode: FilterMode.Bilinear);
cmd.SetRenderTarget(oitRTids[1]);
cmd.ClearRenderTarget(false, true, new Color(1.0f, 1.0f, 1.0f, 1.0f));
RenderQueueRange renderQueueRange = (settings.FilterSettings.RenderQueueType == RenderQueueType.Transparent)
? RenderQueueRange.transparent
: RenderQueueRange.opaque;
var filteringSettings = new FilteringSettings(renderQueueRange, settings.FilterSettings.LayerMask);
var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
SortingCriteria sortingCriteria = (filteringSettings.renderQueueRange == RenderQueueRange.transparent)
? SortingCriteria.CommonTransparent
: renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawSettings = CreateDrawingSettings(shaderTagId, ref renderingData, sortingCriteria);
#region Draw Weighted Blended Order-Independent Transparency
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings, ref renderStateBlock);
#endregion
#region Blend
cmd.SetGlobalTexture(accumTexID, oitRTids[0]);
cmd.SetGlobalTexture(revealageTexID, oitRTids[1]);
cmd.SetGlobalTexture(mainTexID, rdr.cameraColorTargetHandle);
cmd.SetRenderTarget(destinationRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.DrawProcedural(Matrix4x4.identity, blendMaterial, 0, MeshTopology.Triangles, 3);
if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
{
cmd.CopyTexture(destinationRT, rdr.cameraColorTargetHandle);
}
else
{
Blit(cmd, destinationRT, rdr.cameraColorTargetHandle);
}
#endregion
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
}
}

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Shader "WBOIT/WBOITSimpleTranspatent"
{
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Alpha("Alpha", Range(0.0, 1.0)) = 0.5
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
Tags { "LightMode" = "DoOIT" }
ZWrite Off
Blend 0 One One
Blend 1 Zero OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _Alpha;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD2;
float z : TEXCOORD3;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.z = abs(UnityObjectToViewPos(v.vertex).z);
return o;
}
float w(float z, float alpha)
{
return alpha * max(1e-2, min(3 * 1e3, 0.03 / (1e-5 + pow(z / 200, 4))));
}
void frag(v2f i, out float4 color : SV_Target0, out float4 alpha : SV_Target1){
fixed4 albedo = tex2D(_MainTex, i.uv) * _Color;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo.rgb;
fixed3 C = (albedo.rgb) * _Alpha;
color = float4(C, _Alpha) * w(i.z, _Alpha);
alpha = albedo.aaaa;
}
ENDCG
}
}
}

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