初始化后处理阶段屏幕处理器

This commit is contained in:
2026-06-05 14:35:42 +08:00
commit 263bb68686
23 changed files with 515 additions and 0 deletions
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using XericLibrary.Runtime.Type;
namespace Deconstruction.ScreenDetection.MeshDetection
{
/// <summary>
/// 在屏幕上截取模型的表面属性
///
/// </summary>
public class GeoLayerPicker : MonoBehaviour
{
public Camera targetCamera;
public Material pickMaterial;
public MeshFilter[] geoMeshes; // 外部只需拖入地质层网格
public Vector2Int pickRTSize = new Vector2Int(64, 64);
public Bool2 pickRTAdapt = new Bool2(false, true);
private RenderTexture pickRT;
private Texture2D readTex;
private CommandBuffer cmd;
private float nextCheckTime;
private static readonly int MatID = Shader.PropertyToID("_MatID");
// 【核心】缓存展平后的绘制数据
private struct SubMeshDrawData
{
public Mesh mesh;
public Matrix4x4 matrix;
public int subMeshIndex;
public int uniqueMatID; // 分配给这个插槽的唯一ID
}
private List<SubMeshDrawData> drawList = new List<SubMeshDrawData>();
void Start()
{
// 1. 展平所有网格的 SubMesh
if (geoMeshes != null)
{
int globalIDCounter = 1; // ID从1开始,0留给背景
foreach (var mf in geoMeshes)
{
if (mf == null || mf.sharedMesh == null) continue;
Mesh mesh = mf.sharedMesh;
Matrix4x4 matrix = mf.transform.localToWorldMatrix;
// 遍历这个网格上的每一个材质插槽
for (int sub = 0; sub < mesh.subMeshCount; sub++)
{
drawList.Add(new SubMeshDrawData
{
mesh = mesh,
matrix = matrix,
subMeshIndex = sub,
uniqueMatID = globalIDCounter++
});
}
}
}
// 2. 初始化 RT 和 CommandBuffer
pickRT = new RenderTexture(pickRTSize.x, pickRTSize.y, 0, RenderTextureFormat.ARGB32);
pickRT.Create();
readTex = new Texture2D(pickRTSize.x, pickRTSize.y, TextureFormat.RGBA32, false);
cmd = new CommandBuffer();
cmd.name = "GeoLayerPickBuffer";
targetCamera.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, cmd);
}
void Update()
{
// if (Time.time < nextCheckTime) return;
// nextCheckTime = Time.time + 0.2f;
cmd.Clear();
// 视口设置
var screenSize = new Vector2(Screen.width, Screen.height);
var screenStart = (screenSize - pickRTSize) / 2;
Rect pickRect = new Rect(pickRTAdapt.X * screenStart.x, pickRTAdapt.Y * screenStart.y, pickRTAdapt.x ? Screen.width : pickRTSize.x,
pickRTAdapt.x ? Screen.height : pickRTSize.y);
cmd.SetViewport(pickRect);
cmd.SetRenderTarget(pickRT);
cmd.ClearRenderTarget(true, true, Color.clear);
// 【核心】遍历展平后的 SubMesh 列表进行绘制
for (int i = 0; i < drawList.Count; i++)
{
var data = drawList[i];
pickMaterial.SetInt(MatID, data.uniqueMatID);
// 使用带 submeshIndex 参数的 DrawMesh 重载
cmd.DrawMesh(data.mesh, data.matrix, pickMaterial, data.subMeshIndex);
}
// 读取像素
RenderTexture.active = pickRT;
readTex.ReadPixels(new Rect(0, 0, pickRTSize.x, pickRTSize.y), 0, 0);
readTex.Apply();
RenderTexture.active = null;
ProcessPickedData();
}
void ProcessPickedData()
{
Color32[] pixels = readTex.GetPixels32();
// 解码 pixels 中的 uniqueMatID 和 WorldPos
// 根据 uniqueMatID 反查地质层信息并更新 UI...
}
}
}
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Shader "XericLibrary/ScreenDectection/MeshPicking"
{
Properties
{
// 传入材质ID
_MatID ("Material ID", Int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
// 关闭光照和雾效,纯数据输出
Lighting Off
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0; // 传递世界坐标给片段着色器
};
int _MatID; // 接收材质ID
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// 计算世界坐标并传递
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 1. 将世界坐标编码到 RGB 通道
// 假设你的地质模型世界坐标范围在 -1000 到 1000 之间
// 加上 1000 变成 0~2000,再除以 2000 变成 0~1
float3 encodedPos = (i.worldPos + 1000.0) / 2000.0;
// 2. 将材质ID编码到 Alpha 通道 (假设ID不超过255)
float encodedID = _MatID / 255.0;
// 输出 RGBA = (PosX, PosY, PosZ, MatID)
return fixed4(encodedPos.x, encodedPos.y, encodedPos.z, encodedID);
}
ENDCG
}
}
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#if UNITY_2022_1_OR_NEWER // urp 13
namespace XericLibrary.PostProcess
{
// 定义数据结构,用来存储展平后的 SubMesh 信息
[System.Serializable]
public struct SubMeshDrawData
{
public Mesh mesh;
public Matrix4x4 matrix;
public int subMeshIndex;
public int uniqueMatID;
}
public class GeoLayerPickerRenderPassFeature : ScriptableRendererFeature
{
// 在 Feature 外部类中,添加 Inspector 面板需要的配置参数
[Header("拾取设置")]
public Material pickMaterial;
public MeshFilter[] geoMeshes;
public Vector2Int pickRTSize = new Vector2Int(64, 64);
// 内部持有的资源
private RenderTexture m_PickRT;
private List<SubMeshDrawData> m_DrawList = new List<SubMeshDrawData>();
class GeoLayerPickerRenderPass : ScriptableRenderPass
{
public Material passMaterial;
public RenderTexture passRT;
public List<SubMeshDrawData> passDrawList;
private int m_MatIDProperty = Shader.PropertyToID("_MatID");
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
// 在 URP 中,必须在这里告诉管线我们要渲染到哪张 RT 上
if (passRT != null)
{
ConfigureTarget(new RenderTargetIdentifier(passRT));
ConfigureClear(ClearFlag.All, Color.clear);
}
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
// 安全检查
if (passMaterial == null || passRT == null || passDrawList == null || passDrawList.Count == 0)
return;
// 从对象池获取 CommandBuffer (性能更好)
CommandBuffer cmd = CommandBufferPool.Get("GeoLayerPickBuffer");
// 在 URP 13 中,绝对不能在 Execute 里用 cmd.SetRenderTarget()。必须重写 OnCameraSetup,使用 ConfigureTarget() 告诉 URP 这个 Pass 的输出目标是你创建的 m_PickRT。
// 设置视口为 RT 的尺寸 (64x64)
cmd.SetViewport(new Rect(0, 0, passRT.width, passRT.height));
// 【核心】遍历绘制每一个 SubMesh
for (int i = 0; i < passDrawList.Count; i++)
{
var data = passDrawList[i];
cmd.SetGlobalInt(m_MatIDProperty, data.uniqueMatID);
// 注意第四个参数 submeshIndex,这是多材质插槽的关键
cmd.DrawMesh(data.mesh, data.matrix, passMaterial, data.subMeshIndex);
}
// 提交命令给 GPU 执行
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
}
}
GeoLayerPickerRenderPass m_ScriptablePass;
public override void Create()
{
m_ScriptablePass = new GeoLayerPickerRenderPass();
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
// 【步骤 4】在 Create 中初始化 RT,并展平 SubMesh 数据
if (m_PickRT != null) m_PickRT.Release();
m_PickRT = new RenderTexture(pickRTSize.x, pickRTSize.y, 0, RenderTextureFormat.ARGB32);
m_PickRT.Create();
RebuildDrawList();
}
// 提供一个公开方法,方便运行时动态刷新网格列表
public void RebuildDrawList()
{
m_DrawList.Clear();
if (geoMeshes == null)
return;
int globalIDCounter = 1; // ID 从 1 开始,0 留给背景
foreach (var mf in geoMeshes)
{
if (mf == null || mf.sharedMesh == null) continue;
// 遍历网格的每一个材质插槽 (SubMesh)
for (int sub = 0; sub < mf.sharedMesh.subMeshCount; sub++)
{
m_DrawList.Add(new SubMeshDrawData
{
mesh = mf.sharedMesh,
matrix = mf.transform.localToWorldMatrix,
subMeshIndex = sub,
uniqueMatID = globalIDCounter++
});
}
}
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
// 将外部数据传递给内部的 Pass,并注入管线
if (m_ScriptablePass != null)
{
m_ScriptablePass.passMaterial = pickMaterial;
m_ScriptablePass.passRT = m_PickRT;
m_ScriptablePass.passDrawList = m_DrawList;
renderer.EnqueuePass(m_ScriptablePass);
}
}
// 暴露 RT 给外部读取像素用
public RenderTexture GetPickRT() => m_PickRT;
}
}
#endif
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