基于Unity2021的URP的RenderFeature进行Outline的另一种方法

本文分享如何通过两个RenderPass实现屏幕空间Outline,提炼老外代码,使用无光材质和Shader处理物体边缘,适合初学者理解。

本来是看了一个老外的视频,链接如下:

RenderFeature的Outline效果实现方法https://www.youtube.com/watch?v=LMqio9NsqmM

当时看的时候觉得视频动画做的挺炫酷,应该做得比较认真,实际上看起来很费劲,而且里面居然有错误代码(希望是我理解错误)。

对于渲染渲染管线这块基础薄弱(约等于没有)的我最终研究了两周才大概弄明白。主要感觉这老外代码比较啰嗦,实在有些误导我。这里把这个内容做一个浓缩,即解决实际问题,又比较简明易懂。自不量力做个改良写到下面,想喷就喷,洗耳恭听。

思路是这样,写一个RenderFeature,这个RenderFeature里面包含两个RenderPass,第一个RenderPass用于渲染需要实现Outline效果的层里面的物体,渲染使用了一个覆盖材质,这个材质是无光材质就可以了,渲染的颜色就是所在表面的法线值,渲染的目标是一个临时的RenderTexture,第二个RenderPass是通过Blit方法把前面的RenderTexture里面的内容使用一个Shader进行处理,生成外轮廓和面与面之间的转折线。

下面贴出RenderFeature的代码部分:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class ScreenSpaceOutlines : ScriptableRendererFeature
{
	private class ViewSpaceNormalsTexturePass : ScriptableRenderPass
	{
		readonly RenderTargetHandle renderTargetHandle;
		readonly List<ShaderTagId> shaderTagList;
		readonly Material normalsMaterial;

		private FilteringSettings filteringSettings;
		public RenderTargetIdentifier normalsIdentifier { get { return renderTargetHandle.Identifier(); } }

		public ViewSpaceNormalsTexturePass(LayerMask outlinesLayerMask)
		{
			normalsMaterial = new Material(Shader.Find("Hidden/ViewSpaceNormalsShader"));

			shaderTagList = new List<ShaderTagId> {
				new ShaderTagId("UniversalForward"),
				new ShaderTagId("UniversalForwardOnly"),
				new ShaderTagId("LightweightForward"),
				new ShaderTagId("SRPDefaultUnlit")
			};

			renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
			renderTargetHandle.Init("_SceneViewSpaceNormals");

			filteringSettings = new FilteringSettings(RenderQueueRange.opaque, outlinesLayerMask);
		}

		public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
		{
			cmd.GetTemporaryRT(renderTargetHandle.id, cameraTextureDescriptor, FilterMode.Point);
			ConfigureTarget(renderTargetHandle.Identifier());
			ConfigureClear(ClearFlag.All, Color.clear);
		}

		public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
		{
			if (!normalsMaterial) { Debug.Log("!normalsMaterial"); return; }

			CommandBuffer cmd = CommandBufferPool.Get();
			DrawingSettings drawSettings = CreateDrawingSettings(shaderTagList, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
			drawSettings.overrideMaterial = normalsMaterial;
			context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings);
			context.ExecuteCommandBuffer(cmd);
			CommandBufferPool.Release(cmd);
		}

		public override void OnCameraCleanup(CommandBuffer cmd)
		{
			cmd.ReleaseTemporaryRT(renderTargetHandle.id);
		}
	}

	private class ScreenSpaceOutlinePass : ScriptableRenderPass
	{
		readonly Material screenSpaceOutlineMaterial;
		RenderTargetIdentifier cameraColorTarget;
		RenderTargetIdentifier normalsIdentifier;

		public ScreenSpaceOutlinePass(RenderTargetIdentifier normalsIdentifier)
		{
			renderPassEvent = RenderPassEvent.AfterRenderingSkybox; 
			this.normalsIdentifier = normalsIdentifier;
			screenSpaceOutlineMaterial = new Material(Shader.Find("Hidden/OutlineShader"));
		}

		public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
		{
			cameraColorTarget = renderingData.cameraData.renderer.cameraColorTarget;
		}

		public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
		{
			if (!screenSpaceOutlineMaterial) { Debug.Log("!screenSpaceOutlineMaterial"); return; }

			CommandBuffer cmd = CommandBufferPool.Get();
			Blit(cmd, normalsIdentifier, cameraColorTarget, screenSpaceOutlineMaterial);
			context.ExecuteCommandBuffer(cmd);
			CommandBufferPool.Release(cmd);
		}
	}

	ViewSpaceNormalsTexturePass viewSpaceNormalsTexturePass;
	ScreenSpaceOutlinePass screenSpaceOutlinePass;

	public override void Create()
	{
		viewSpaceNormalsTexturePass = new ViewSpaceNormalsTexturePass(outlinesLayerMask);
		RenderTargetIdentifier normalsIdentifier = viewSpaceNormalsTexturePass.normalsIdentifier;
		screenSpaceOutlinePass = new ScreenSpaceOutlinePass(normalsIdentifier);
	}

	public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
	{
		renderer.EnqueuePass(viewSpaceNormalsTexturePass);
		renderer.EnqueuePass(screenSpaceOutlinePass);
	}

	[SerializeField]
	LayerMask outlinesLayerMask;
}

下面是ViewSpaceNormalsShader的截图:

然后是OutlineShader的截图:

 

上图中用到了两个CustomFunction,第一个是GetCrossSampleUVs.hlsl,用于计算原始像素四角位置的UV值。其代码入下:

void GetCrossSampleUVs_float(float4 UV,float2 TexelSize,float OffsetMultiPlier,out float2 UVOriginal,out float2 UVTopRight,out float2 UVBottomLeft,out float2 UVTopLeft,out float2 UVBottomRight)
{
	UVOriginal = UV;
	UVTopRight = UV.xy + float2(TexelSize.x,TexelSize.y) * OffsetMultiPlier;
	UVBottomLeft = UV.xy - float2(TexelSize.x,TexelSize.y) * OffsetMultiPlier;
	UVTopLeft = UV.xy + float2(-TexelSize.x,TexelSize.y) * OffsetMultiPlier;
	UVBottomRight = UV.xy + float2(TexelSize.x,-TexelSize.y) * OffsetMultiPlier;
}

第二个是RobertsCrossNormal.hlsl,用于计算边缘查找值。代码入下:

void RobertsCrossNormal_float(float3 TR,float3 BL,float3 TL, float3 BR,out float result)
{
	result = dot((TR-BL),(TR-BL)) + dot((TL-BR),(TL-BR));
}

好了,内容就是这样了。

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