添加依赖,转utf8

This commit is contained in:
2026-06-05 14:39:32 +08:00
parent 263bb68686
commit 8b921e9373
4 changed files with 34 additions and 32 deletions
@@ -6,7 +6,8 @@
"Unity.RenderPipelines.Universal.Runtime", "Unity.RenderPipelines.Universal.Runtime",
"Unity.RenderPipelines.Universal.Editor", "Unity.RenderPipelines.Universal.Editor",
"Unity.RenderPipelines.Core.Runtime", "Unity.RenderPipelines.Core.Runtime",
"Unity.RenderPipelines.Core.Editor" "Unity.RenderPipelines.Core.Editor",
"Lrss3.Deconstruction"
], ],
"includePlatforms": [ "includePlatforms": [
"Editor" "Editor"
@@ -3,7 +3,8 @@
"rootNamespace": "", "rootNamespace": "",
"references": [ "references": [
"Unity.RenderPipelines.Core.Runtime", "Unity.RenderPipelines.Core.Runtime",
"Unity.RenderPipelines.Universal.Runtime" "Unity.RenderPipelines.Universal.Runtime",
"Lrss3.Deconstruction"
], ],
"includePlatforms": [], "includePlatforms": [],
"excludePlatforms": [], "excludePlatforms": [],
@@ -2,7 +2,7 @@ Shader "XericLibrary/ScreenDectection/MeshPicking"
{ {
Properties Properties
{ {
// 传入材质ID // 传入材质ID
_MatID ("Material ID", Int) = 0 _MatID ("Material ID", Int) = 0
} }
SubShader SubShader
@@ -12,7 +12,7 @@ Shader "XericLibrary/ScreenDectection/MeshPicking"
Pass Pass
{ {
// 关闭光照和雾效,纯数据输出 // 关闭光照和雾效,纯数据输出
Lighting Off Lighting Off
Fog { Mode Off } Fog { Mode Off }
@@ -29,31 +29,31 @@ Shader "XericLibrary/ScreenDectection/MeshPicking"
struct v2f struct v2f
{ {
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0; // 传递世界坐标给片段着色器 float3 worldPos : TEXCOORD0; // 传递世界坐标给片段着色器
}; };
int _MatID; // 接收材质ID int _MatID; // 接收材质ID
v2f vert (appdata v) v2f vert (appdata v)
{ {
v2f o; v2f o;
o.vertex = UnityObjectToClipPos(v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
// 计算世界坐标并传递 // 计算世界坐标并传递
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o; return o;
} }
fixed4 frag (v2f i) : SV_Target fixed4 frag (v2f i) : SV_Target
{ {
// 1. 将世界坐标编码到 RGB 通道 // 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 // 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 // 加上 1000 变成 0~2000,再除以 2000 变成 0~1
float3 encodedPos = (i.worldPos + 1000.0) / 2000.0; 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) // 2. 将材质ID编码到 Alpha 通道 (假设ID不超过255)
float encodedID = _MatID / 255.0; float encodedID = _MatID / 255.0;
// 输出 RGBA = (PosX, PosY, PosZ, MatID) // 输出 RGBA = (PosX, PosY, PosZ, MatID)
return fixed4(encodedPos.x, encodedPos.y, encodedPos.z, encodedID); return fixed4(encodedPos.x, encodedPos.y, encodedPos.z, encodedID);
} }
ENDCG ENDCG
@@ -3,10 +3,10 @@ using UnityEngine;
using UnityEngine.Rendering; using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.Universal;
#if UNITY_2022_1_OR_NEWER // urp 13 // #if UNITY_2022_1_OR_NEWER // urp 13
namespace XericLibrary.PostProcess namespace XericLibrary.PostProcess
{ {
// 定义数据结构,用来存储展平后的 SubMesh 信息 // 定义数据结构,用来存储展平后的 SubMesh 信息
[System.Serializable] [System.Serializable]
public struct SubMeshDrawData public struct SubMeshDrawData
{ {
@@ -19,13 +19,13 @@ namespace XericLibrary.PostProcess
public class GeoLayerPickerRenderPassFeature : ScriptableRendererFeature public class GeoLayerPickerRenderPassFeature : ScriptableRendererFeature
{ {
// 在 Feature 外部类中,添加 Inspector 面板需要的配置参数 // 在 Feature 外部类中,添加 Inspector 面板需要的配置参数
[Header("拾取设置")] [Header("拾取设置")]
public Material pickMaterial; public Material pickMaterial;
public MeshFilter[] geoMeshes; public MeshFilter[] geoMeshes;
public Vector2Int pickRTSize = new Vector2Int(64, 64); public Vector2Int pickRTSize = new Vector2Int(64, 64);
// 内部持有的资源 // 内部持有的资源
private RenderTexture m_PickRT; private RenderTexture m_PickRT;
private List<SubMeshDrawData> m_DrawList = new List<SubMeshDrawData>(); private List<SubMeshDrawData> m_DrawList = new List<SubMeshDrawData>();
@@ -39,7 +39,7 @@ namespace XericLibrary.PostProcess
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) 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 // 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) if (passRT != null)
{ {
ConfigureTarget(new RenderTargetIdentifier(passRT)); ConfigureTarget(new RenderTargetIdentifier(passRT));
@@ -49,27 +49,27 @@ namespace XericLibrary.PostProcess
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{ {
// 安全检查 // 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; return;
// 从对象池获取 CommandBuffer (性能更好) // 从对象池获取 CommandBuffer (性能更好)
CommandBuffer cmd = CommandBufferPool.Get("GeoLayerPickBuffer"); 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。 // 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) // 设置视口为 RT 的尺寸 (64x64)
cmd.SetViewport(new Rect(0, 0, passRT.width, passRT.height)); cmd.SetViewport(new Rect(0, 0, passRT.width, passRT.height));
// 【核心】遍历绘制每一个 SubMesh // 【核心】遍历绘制每一个 SubMesh
for (int i = 0; i < passDrawList.Count; i++) for (int i = 0; i < passDrawList.Count; i++)
{ {
var data = passDrawList[i]; var data = passDrawList[i];
cmd.SetGlobalInt(m_MatIDProperty, data.uniqueMatID); cmd.SetGlobalInt(m_MatIDProperty, data.uniqueMatID);
// 注意第四个参数 submeshIndex,这是多材质插槽的关键 // 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); cmd.DrawMesh(data.mesh, data.matrix, passMaterial, data.subMeshIndex);
} }
// 提交命令给 GPU 执行 // 提交命令给 GPU 执行
context.ExecuteCommandBuffer(cmd); context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd); CommandBufferPool.Release(cmd);
} }
@@ -87,7 +87,7 @@ namespace XericLibrary.PostProcess
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
// 【步骤 4】在 Create 中初始化 RT,并展平 SubMesh 数据 // 【步骤 4】在 Create 中初始化 RT,并展平 SubMesh 数据
if (m_PickRT != null) m_PickRT.Release(); 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.ARGB32);
m_PickRT.Create(); m_PickRT.Create();
@@ -96,19 +96,19 @@ namespace XericLibrary.PostProcess
} }
// 提供一个公开方法,方便运行时动态刷新网格列表 // 提供一个公开方法,方便运行时动态刷新网格列表
public void RebuildDrawList() public void RebuildDrawList()
{ {
m_DrawList.Clear(); m_DrawList.Clear();
if (geoMeshes == null) if (geoMeshes == null)
return; return;
int globalIDCounter = 1; // ID 从 1 开始,0 留给背景 int globalIDCounter = 1; // ID 从 1 开始,0 留给背景
foreach (var mf in geoMeshes) foreach (var mf in geoMeshes)
{ {
if (mf == null || mf.sharedMesh == null) continue; if (mf == null || mf.sharedMesh == null) continue;
// 遍历网格的每一个材质插槽 (SubMesh) // 遍历网格的每一个材质插槽 (SubMesh)
for (int sub = 0; sub < mf.sharedMesh.subMeshCount; sub++) for (int sub = 0; sub < mf.sharedMesh.subMeshCount; sub++)
{ {
m_DrawList.Add(new SubMeshDrawData m_DrawList.Add(new SubMeshDrawData
@@ -124,7 +124,7 @@ namespace XericLibrary.PostProcess
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 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 // 将外部数据传递给内部的 Pass,并注入管线
if (m_ScriptablePass != null) if (m_ScriptablePass != null)
{ {
m_ScriptablePass.passMaterial = pickMaterial; m_ScriptablePass.passMaterial = pickMaterial;
@@ -136,8 +136,8 @@ namespace XericLibrary.PostProcess
} }
// 暴露 RT 给外部读取像素用 // 暴露 RT 给外部读取像素用
public RenderTexture GetPickRT() => m_PickRT; public RenderTexture GetPickRT() => m_PickRT;
} }
} }
#endif // #endif