更新数据精度到float

This commit is contained in:
2026-06-08 09:53:51 +08:00
parent 8b921e9373
commit 630a624ff7
2 changed files with 326 additions and 70 deletions
@@ -1,9 +1,8 @@
Shader "XericLibrary/ScreenDectection/MeshPicking"
Shader "XericLibrary/ScreenDectection/MeshPicking_HDR"
{
Properties
{
// 传入材质ID
_MatID ("Material ID", Int) = 0
[HideInInspector] _MatID ("Material ID", Int) = 0
}
SubShader
{
@@ -12,9 +11,11 @@ Shader "XericLibrary/ScreenDectection/MeshPicking"
Pass
{
// 关闭光照和雾效,纯数据输出
Lighting Off
Fog { Mode Off }
Cull Back
ZTest LEqual
ZWrite On
CGPROGRAM
#pragma vertex vert
@@ -29,32 +30,22 @@ Shader "XericLibrary/ScreenDectection/MeshPicking"
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0; // 传递世界坐标给片段着色器
float3 worldPos : TEXCOORD0;
};
int _MatID; // 接收材质ID
int _MatID;
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
float4 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);
return float4(i.worldPos.xyz, (float)_MatID);
}
ENDCG
}
@@ -1,12 +1,16 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using System.Collections.Generic;
using Unity.Collections;
using XericLibrary.Runtime.MacroLibrary;
// #if UNITY_2022_1_OR_NEWER // urp 13
#if UNITY_2022_1_OR_NEWER
namespace XericLibrary.PostProcess
{
// 定义数据结构,用来存储展平后的 SubMesh 信息
/// <summary>
/// 用于存储展平后的 SubMesh 渲染数据
/// </summary>
[System.Serializable]
public struct SubMeshDrawData
{
@@ -16,62 +20,231 @@ namespace XericLibrary.PostProcess
public int uniqueMatID;
}
/// <summary>
/// 解码后的地质层拾取数据
/// </summary>
[System.Serializable]
public struct PickedGeoData
{
/// <summary> 材质/SubMesh 的唯一 ID,0 表示背景 </summary>
public int matID;
/// <summary> 该像素点对应的世界坐标 </summary>
public Vector3 worldPos;
/// <summary> 是否拾取到了有效的地质层 </summary>
public bool isValid;
}
/// <summary>
/// 地质层拾取 RenderFeature。
/// 负责在 URP 管线中注入自定义 RenderPass,管理模型,并自动在后台降频读取、解码 GPU 数据。
/// </summary>
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")]
#region 静态单例与外部管理 API
/// <summary>
/// 当前激活的 Feature 实例
/// </summary>
public static GeoLayerPickerRenderPassFeature Instance { get; private set; }
private readonly List<MeshFilter> m_GeoMeshes = new List<MeshFilter>();
private readonly List<SubMeshDrawData> m_DrawList = new List<SubMeshDrawData>();
private bool m_IsDirty = true;
/// <summary> 添加需要检查的场景模型对象 </summary>
public void AddGeoMesh(MeshFilter meshFilter)
{
if (meshFilter != null && !m_GeoMeshes.Contains(meshFilter))
{
m_GeoMeshes.Add(meshFilter);
m_IsDirty = true;
}
}
/// <summary> 批量添加需要检查的场景模型对象 </summary>
public void AddGeoMeshes(IEnumerable<MeshFilter> meshFilters)
{
if (meshFilters == null) return;
foreach (var mf in meshFilters)
{
if (mf != null && !m_GeoMeshes.Contains(mf))
{
m_GeoMeshes.Add(mf);
m_IsDirty = true;
}
}
}
/// <summary> 移除指定的场景模型对象 </summary>
public void RemoveGeoMesh(MeshFilter meshFilter)
{
if (m_GeoMeshes.Remove(meshFilter)) m_IsDirty = true;
}
/// <summary> 清空所有已添加的场景模型对象 </summary>
public void ClearGeoMeshes()
{
if (m_GeoMeshes.Count > 0)
{
m_GeoMeshes.Clear();
m_IsDirty = true;
}
}
/// <summary> 获取当前所有已添加的场景模型对象(只读) </summary>
public IReadOnlyList<MeshFilter> GetGeoMeshes() => m_GeoMeshes;
#endregion
#region 数据访问 API (供外部 UI 或逻辑调用)
// 内部维护的解码后的数据数组 (大小等于 pickRTSize.x * pickRTSize.y)
private PickedGeoData[] m_DecodedDataArray;
/// <summary>
/// 获取当前帧已解码的拾取数据数组。
/// 数组按行优先排列 (Index = y * width + x)。
/// </summary>
public IReadOnlyList<PickedGeoData> GetDecodedData() => m_DecodedDataArray;
/// <summary>
/// 获取一列的数据
/// </summary>
/// <param name="column"></param>
/// <param name="listData"></param>
public void GetColumnData(int column, List<PickedGeoData> listData)
{
listData.Clear();
column = MacroMath.ClampToInt(column, 0, pickRTSize.x);
for (int i = 0; i < pickRTSize.y; i++)
{
listData.Add(m_DecodedDataArray[pickRTSize.x * i + column]);
}
}
/// <summary>
/// 根据归一化的屏幕坐标 (0~1) 获取拾取数据。
/// 会自动映射到 sampleRect 和 pickRTSize 范围内。
/// </summary>
/// <param name="normalizedScreenPos">归一化屏幕坐标 (左下角为 0,0)</param>
/// <param name="data">输出的拾取数据</param>
/// <returns>是否成功获取(坐标是否在采样区域内)</returns>
public bool TryGetPickedData(Vector2 normalizedScreenPos, out PickedGeoData data)
{
data = default;
if (m_DecodedDataArray == null || m_DecodedDataArray.Length == 0) return false;
// 1. 将屏幕坐标转换为相对于 sampleRect 的局部坐标 (0~1)
float localX = (normalizedScreenPos.x - sampleRect.x) / sampleRect.width;
float localY = (normalizedScreenPos.y - sampleRect.y) / sampleRect.height;
// 2. 检查是否超出了采样区域
if (localX < 0f || localX > 1f || localY < 0f || localY > 1f) return false;
// 3. 映射到 RT 的像素坐标
int pixelX = Mathf.Clamp(Mathf.FloorToInt(localX * pickRTSize.x), 0, pickRTSize.x - 1);
int pixelY = Mathf.Clamp(Mathf.FloorToInt(localY * pickRTSize.y), 0, pickRTSize.y - 1);
// 4. 获取数据
int index = pixelY * pickRTSize.x + pixelX;
data = m_DecodedDataArray[index];
return true;
}
#endregion
#region Inspector 配置参数
[Header("拾取材质与尺寸")] [Tooltip("用于渲染地质层 ID 和坐标的 HDR 材质球")]
public Material pickMaterial;
public MeshFilter[] geoMeshes;
[Tooltip("渲染目标纹理的尺寸,越小性能越好(例如 64x64)")]
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>();
[Header("采样区域设置")] [Tooltip("定义屏幕上的采样区域 (归一化坐标 0~1)。\n例如: X=0.25, Y=0.25, W=0.5, H=0.5 表示只渲染屏幕正中间一半的区域。")]
public Rect sampleRect = new Rect(0f, 0f, 1f, 1f);
class GeoLayerPickerRenderPass : ScriptableRenderPass
[Header("读取频率控制")] [Tooltip("每隔多少秒从 GPU 读取一次数据 (例如 0.1 秒 = 10 FPS)")] [Range(0.01f, 1.0f)]
public float readbackInterval = 0.1f;
#endregion
private RenderTexture m_PickRT;
private float m_TimeSinceLastReadback = 0f;
private bool m_IsReadbackInProgress = false;
/// <summary>
/// 自定义 RenderPass
/// </summary>
class CustomRenderPass : ScriptableRenderPass
{
public Material passMaterial;
public RenderTexture passRT;
public List<SubMeshDrawData> passDrawList;
public Rect passSampleRect;
public bool requestReadback; // 标记本帧是否需要触发异步读取
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));
// 清屏为 0,0,0,0 (背景 ID 为 0)
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)
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)
Camera cam = renderingData.cameraData.camera;
Matrix4x4 viewMatrix = cam.worldToCameraMatrix;
Matrix4x4 projMatrix = cam.projectionMatrix;
float ndcXMin = passSampleRect.x * 2f - 1f;
float ndcXMax = (passSampleRect.x + passSampleRect.width) * 2f - 1f;
float ndcYMin = passSampleRect.y * 2f - 1f;
float ndcYMax = (passSampleRect.y + passSampleRect.height) * 2f - 1f;
float scaleX = 2f / (ndcXMax - ndcXMin);
float scaleY = 2f / (ndcYMax - ndcYMin);
float offsetX = -1f - ndcXMin * scaleX;
float offsetY = -1f - ndcYMin * scaleY;
projMatrix.m00 *= scaleX;
projMatrix.m11 *= scaleY;
projMatrix.m02 += offsetX;
projMatrix.m12 += offsetY;
projMatrix = GL.GetGPUProjectionMatrix(projMatrix, true);
cmd.SetViewProjectionMatrices(viewMatrix, projMatrix);
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
cmd.SetViewProjectionMatrices(viewMatrix, renderingData.cameraData.GetProjectionMatrix());
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
// 【核心】:如果计时器到了,在这里发起异步 GPU 回读
if (requestReadback)
{
AsyncGPUReadback.Request(passRT, 0, TextureFormat.RGBAFloat,
GeoLayerPickerRenderPassFeature.Instance.OnReadbackComplete);
}
}
public override void OnCameraCleanup(CommandBuffer cmd)
@@ -79,36 +252,139 @@ namespace XericLibrary.PostProcess
}
}
GeoLayerPickerRenderPass m_ScriptablePass;
private CustomRenderPass m_ScriptablePass;
public override void Create()
{
m_ScriptablePass = new GeoLayerPickerRenderPass();
Instance = this;
m_IsDirty = true;
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
m_ScriptablePass = new CustomRenderPass
{
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 = new RenderTexture(pickRTSize.x, pickRTSize.y, 0, RenderTextureFormat.ARGBFloat)
{
filterMode = FilterMode.Point
};
m_PickRT.Create();
RebuildDrawList();
// 初始化解码数组
m_DecodedDataArray = new PickedGeoData[pickRTSize.x * pickRTSize.y];
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (m_ScriptablePass == null || pickMaterial == null) return;
if (m_IsDirty)
{
RebuildDrawList();
m_IsDirty = false;
}
// 降频计时器逻辑
m_TimeSinceLastReadback += Time.deltaTime;
if (m_IsReadbackInProgress && m_TimeSinceLastReadback > 1.0f)
{
Debug.LogWarning("[GeoLayerPicker] AsyncGPUReadback 超时,强制重置状态。");
m_IsReadbackInProgress = false;
}
bool shouldRead = false;
if (m_TimeSinceLastReadback >= readbackInterval && !m_IsReadbackInProgress)
{
m_TimeSinceLastReadback = 0f;
m_IsReadbackInProgress = true;
shouldRead = true;
}
m_ScriptablePass.passMaterial = pickMaterial;
m_ScriptablePass.passRT = m_PickRT;
m_ScriptablePass.passDrawList = m_DrawList;
m_ScriptablePass.passSampleRect = sampleRect;
m_ScriptablePass.requestReadback = shouldRead;
renderer.EnqueuePass(m_ScriptablePass);
}
/// <summary>
/// 异步回读完成回调 (在后台线程或主线程延迟执行,不阻塞渲染)
/// </summary>
private void OnReadbackComplete(AsyncGPUReadbackRequest request)
{
m_IsReadbackInProgress = false;
if (request.hasError || m_DecodedDataArray == null)
{
Debug.LogError("[GeoLayerPicker] Readback 发生错误或数组为空!");
return;
}
// 【核心修复】:使用 GetData<Color> 获取数据
var rawData = request.GetData<Color>();
if (rawData.Length == 0) return;
int width = m_PickRT.width;
int height = m_PickRT.height;
// 【核心修复】:不要依赖 rawData.Length 作为遍历上限,
// 而是以我们目标数组 m_DecodedDataArray 的长度为准!
int count = m_DecodedDataArray.Length;
// DirectX 平台下,异步回读的 Y 轴是翻转的
bool flipY = SystemInfo.graphicsUVStartsAtTop;
for (int i = 0; i < count; i++)
{
// 计算目标像素的坐标
int x = i % width;
int y = i / width;
// 处理 DirectX 的 Y 轴翻转
int sourceY = flipY ? (height - 1 - y) : y;
// 提供一个公开方法,方便运行时动态刷新网格列表
public void RebuildDrawList()
// 计算源数据在 rawData 中的真实索引
int sourceIndex = sourceY * width + x;
// 【安全防线】:防止源索引超出 rawData 的实际物理长度
if (sourceIndex < 0 || sourceIndex >= rawData.Length)
{
m_DecodedDataArray[i] = new PickedGeoData { isValid = false };
continue;
}
Color pixel = rawData[sourceIndex];
// 你的 Shader 输出是 float4(worldPos.xyz, matID)
// 在标准 RGBA 映射下,A 通道就是 ID
if (pixel.a > 0.1f)
{
m_DecodedDataArray[i] = new PickedGeoData
{
isValid = true,
matID = Mathf.RoundToInt(pixel.a),
worldPos = new Vector3(pixel.r, pixel.g, pixel.b)
};
}
else
{
m_DecodedDataArray[i] = new PickedGeoData { isValid = false, matID = 0 };
}
}
}
private 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)
int globalIDCounter = 1;
foreach (var mf in m_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
@@ -122,22 +398,11 @@ namespace XericLibrary.PostProcess
}
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
protected override void Dispose(bool disposing)
{
// 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);
}
if (m_PickRT != null && m_PickRT.IsCreated()) m_PickRT.Release();
if (Instance == this) Instance = null;
}
// 暴露 RT 给外部读取像素用
public RenderTexture GetPickRT() => m_PickRT;
}
}
// #endif
#endif