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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fileFormatVersion: 2
guid: 04e13623766d409e9c979b15693bb2dd
timeCreated: 1780626411
@@ -0,0 +1,62 @@
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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