初始化后处理阶段屏幕处理器
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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#if UNITY_2022_1_OR_NEWER // urp 13
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namespace XericLibrary.PostProcess
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{
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// 定义数据结构,用来存储展平后的 SubMesh 信息
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[System.Serializable]
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public struct SubMeshDrawData
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{
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public Mesh mesh;
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public Matrix4x4 matrix;
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public int subMeshIndex;
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public int uniqueMatID;
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}
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public class GeoLayerPickerRenderPassFeature : ScriptableRendererFeature
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{
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// 在 Feature 外部类中,添加 Inspector 面板需要的配置参数
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[Header("拾取设置")]
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public Material pickMaterial;
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public MeshFilter[] geoMeshes;
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public Vector2Int pickRTSize = new Vector2Int(64, 64);
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// 内部持有的资源
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private RenderTexture m_PickRT;
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private List<SubMeshDrawData> m_DrawList = new List<SubMeshDrawData>();
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class GeoLayerPickerRenderPass : ScriptableRenderPass
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{
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public Material passMaterial;
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public RenderTexture passRT;
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public List<SubMeshDrawData> passDrawList;
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private int m_MatIDProperty = Shader.PropertyToID("_MatID");
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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// 在 URP 中,必须在这里告诉管线我们要渲染到哪张 RT 上
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if (passRT != null)
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{
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ConfigureTarget(new RenderTargetIdentifier(passRT));
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ConfigureClear(ClearFlag.All, Color.clear);
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}
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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// 安全检查
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if (passMaterial == null || passRT == null || passDrawList == null || passDrawList.Count == 0)
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return;
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// 从对象池获取 CommandBuffer (性能更好)
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CommandBuffer cmd = CommandBufferPool.Get("GeoLayerPickBuffer");
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// 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。
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// 设置视口为 RT 的尺寸 (64x64)
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cmd.SetViewport(new Rect(0, 0, passRT.width, passRT.height));
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// 【核心】遍历绘制每一个 SubMesh
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for (int i = 0; i < passDrawList.Count; i++)
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{
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var data = passDrawList[i];
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cmd.SetGlobalInt(m_MatIDProperty, data.uniqueMatID);
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// 注意第四个参数 submeshIndex,这是多材质插槽的关键
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cmd.DrawMesh(data.mesh, data.matrix, passMaterial, data.subMeshIndex);
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}
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// 提交命令给 GPU 执行
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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}
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}
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GeoLayerPickerRenderPass m_ScriptablePass;
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public override void Create()
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{
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m_ScriptablePass = new GeoLayerPickerRenderPass();
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m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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// 【步骤 4】在 Create 中初始化 RT,并展平 SubMesh 数据
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if (m_PickRT != null) m_PickRT.Release();
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m_PickRT = new RenderTexture(pickRTSize.x, pickRTSize.y, 0, RenderTextureFormat.ARGB32);
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m_PickRT.Create();
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RebuildDrawList();
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}
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// 提供一个公开方法,方便运行时动态刷新网格列表
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public void RebuildDrawList()
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{
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m_DrawList.Clear();
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if (geoMeshes == null)
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return;
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int globalIDCounter = 1; // ID 从 1 开始,0 留给背景
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foreach (var mf in geoMeshes)
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{
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if (mf == null || mf.sharedMesh == null) continue;
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// 遍历网格的每一个材质插槽 (SubMesh)
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for (int sub = 0; sub < mf.sharedMesh.subMeshCount; sub++)
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{
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m_DrawList.Add(new SubMeshDrawData
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{
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mesh = mf.sharedMesh,
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matrix = mf.transform.localToWorldMatrix,
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subMeshIndex = sub,
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uniqueMatID = globalIDCounter++
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});
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}
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}
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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// 将外部数据传递给内部的 Pass,并注入管线
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if (m_ScriptablePass != null)
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{
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m_ScriptablePass.passMaterial = pickMaterial;
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m_ScriptablePass.passRT = m_PickRT;
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m_ScriptablePass.passDrawList = m_DrawList;
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renderer.EnqueuePass(m_ScriptablePass);
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}
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}
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// 暴露 RT 给外部读取像素用
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public RenderTexture GetPickRT() => m_PickRT;
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}
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}
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#endif
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