URP学习之二--初识URP

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上一节我们知道了SRP的作用和基本用法,现在来看一下我们的主角--URP是个怎样的管线把!

Unity2019.3及之后的版本才能看到URP这个package,前身是LWRP,可以创建默认管线项目然后手动导入,或者直接创建URP项目。导入之后我们开始分析URP的代码:

回到我们最开始学习SRP时的感觉,那时我们填充了一个Render函数后,写了几个简单的shader完成了我们想要的效果,现在我们重新来看URP中的Render函数是怎样的:

 

protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
        {
            BeginFrameRendering(renderContext, cameras);

            GraphicsSettings.lightsUseLinearIntensity = (QualitySettings.activeColorSpace == ColorSpace.Linear);
            GraphicsSettings.useScriptableRenderPipelineBatching = asset.useSRPBatcher;
            SetupPerFrameShaderConstants();

            SortCameras(cameras);
            foreach (Camera camera in cameras)
            {
                BeginCameraRendering(renderContext, camera);
#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER
                //It should be called before culling to prepare material. When there isn‘t any VisualEffect component, this method has no effect.
                VFX.VFXManager.PrepareCamera(camera);
#endif
                RenderSingleCamera(renderContext, camera);

                EndCameraRendering(renderContext, camera);
            }

            EndFrameRendering(renderContext, cameras);
        }

刚看到代码的笔者我一脸懵逼,由于封装了很多方法,而且有些还看不到源码,所以一时间不知道某些方法都干了什么操作,但只能硬着头皮上啊,把能看到的好好解析一下,看能不能推断出隐藏的方法做了什么小操作。

首先是BeginFrameRendering方法

技术图片

 

 这是官方对于这个方法的描述,这几句话基本上等于没说,而且我们在做SRP的时候也发现了即便是没有这个方法也可以正常渲染,所以为了探究这个问题我查阅了许多资料,结果还是没找到结论,于是气急败坏的我直接把Begin和End两个方法注释掉,果然如我所料,没有对任何效果产生影响,如下图(注释后):

技术图片

 

 所以暂且先不探究这个方法做了什么,继续往下走:

GraphicsSettings.lightsUseLinearIntensity = (QualitySettings.activeColorSpace == ColorSpace.Linear);
            GraphicsSettings.useScriptableRenderPipelineBatching = asset.useSRPBatcher;

这回是两个图形设置:第一个是线性空间的选择,第二个是是否使用SRPBatcher(这个之后我们会说)

基本上PBR都会用Linear空间,在此就不去详述了。

接下来是SetupPerFrameShaderConstants方法:

static void SetupPerFrameShaderConstants()
        {
            // When glossy reflections are OFF in the shader we set a constant color to use as indirect specular
            SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe;
            Color linearGlossyEnvColor = new Color(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity;
            Color glossyEnvColor = CoreUtils.ConvertLinearToActiveColorSpace(linearGlossyEnvColor);
            Shader.SetGlobalVector(PerFrameBuffer._GlossyEnvironmentColor, glossyEnvColor);

            // Used when subtractive mode is selected
            Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor));
        }

主要设置了未开启环境反射时的默认颜色、阴影颜色。我们之前的SRP里没有写。但是为了证实这个代码真实的在起作用,我还是调皮的把这个方法的修改了一下,将glossyEnvColor设为白色,将Enviorment Reflection宏关掉,然后有了以下对比图:

注释SetupPerFrameShaderConstants前:

技术图片

 

 

 注释后:

 技术图片

 结果竟然完全一样,又是一脸懵逼!!

于是我把整个方法的内容都禁用掉,还是一样,这是,我有了一个猜想,就是只要设置一次_GlossyEnvironmentColor,这个颜色就会被缓存在某个地方,于是我把代码注释取消,将颜色改为绿色,然后在注释代码,之后果然是如下效果:

技术图片

 

 疑问解决了,接着往下走,调用了SortCameras方法,方法实现如下:

    private void SortCameras(Camera[] cameras)
    {
      Array.Sort<Camera>(cameras, (Comparison<Camera>) ((lhs, rhs) => (int) ((double) lhs.depth - (double) rhs.depth)));
    }

可以看到相机排序主要是通过相机的深度进行的,这个影响者先渲染哪个相机,后渲染哪个相机,问题不大,继续前进!!

       foreach (Camera camera in cameras)
            {
                BeginCameraRendering(renderContext, camera);
#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER
                //It should be called before culling to prepare material. When there isn‘t any VisualEffect component, this method has no effect.
                VFX.VFXManager.PrepareCamera(camera);
#endif
                RenderSingleCamera(renderContext, camera);

                EndCameraRendering(renderContext, camera);
            }

根据相机排序好的顺序,逐相机渲染。我们可以看到主要有三个方法,VISUAL_EFFECT先忽略不计(手动滑稽),之后有时间专门讲一下。

首先看BeginCameraRendering和EndCameraRendering,好吧,看不到,官方是这样介绍的:

 技术图片

 

 忽然觉得这个描述好像在哪里见过?这不就是上个描述的Copy+Paste吗,不过有些关键词还是引起了我的注意:planar reflections

于是猜测可能是做了一些off-screen的相关设置吧。但是为了确定其实际作用,还是老方法--注释!

然而发现注释前后都是可以渲染到纹理,如下:

技术图片

 

 既然不影响渲染,那么继续往下走,等影响到了在探究原因!

那么就到了最关键的RenderSingleCamera函数了,函数如下:

     public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
        {
            if (!camera.TryGetCullingParameters(IsStereoEnabled(camera), out var cullingParameters))
                return;

            var settings = asset;
            UniversalAdditionalCameraData additionalCameraData = null;
            if (camera.cameraType == CameraType.Game || camera.cameraType == CameraType.VR)
                camera.gameObject.TryGetComponent(out additionalCameraData);

            InitializeCameraData(settings, camera, additionalCameraData, out var cameraData);
            SetupPerCameraShaderConstants(cameraData);

            ScriptableRenderer renderer = (additionalCameraData != null) ? additionalCameraData.scriptableRenderer : settings.scriptableRenderer;
            if (renderer == null)
            {
                Debug.LogWarning(string.Format("Trying to render {0} with an invalid renderer. Camera rendering will be skipped.", camera.name));
                return;
            }

            string tag = (asset.debugLevel >= PipelineDebugLevel.Profiling) ? camera.name: k_RenderCameraTag;
            CommandBuffer cmd = CommandBufferPool.Get(tag);
            using (new ProfilingSample(cmd, tag))
            {
                renderer.Clear();
                renderer.SetupCullingParameters(ref cullingParameters, ref cameraData);

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

#if UNITY_EDITOR

                // Emit scene view UI
                if (cameraData.isSceneViewCamera)
                    ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
#endif

                var cullResults = context.Cull(ref cullingParameters);
                InitializeRenderingData(settings, ref cameraData, ref cullResults, out var renderingData);

                renderer.Setup(context, ref renderingData);
                renderer.Execute(context, ref renderingData);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
            context.Submit();
        }

虽然看起来很多,但是实际上我们终于看到了熟悉的代码,在上篇SRP中我们用到了Culling方法,不着急,一点一点看:

首先通过TryGetCullingParameters方法获取相机视锥裁剪参数,然后获取asset中的设置,asset中的设置大致都在这个面板上:

 额,图片传不上去,可能是因为超过上限?总之找到UniversalRP那个文件的Inspector就可以看见了。

URP中所有相机都挂着UniversalAdditionalCameraData脚本,这个脚本是覆写Camera的Inspector的数据,其实可以当作以前相机组件上的参数。

在InitializeCameraData中传入相机参数返回一个相机信息,我们看看这个方法的实现:

        static void InitializeCameraData(UniversalRenderPipelineAsset settings, Camera camera, UniversalAdditionalCameraData additionalCameraData, out CameraData cameraData)
        {
            const float kRenderScaleThreshold = 0.05f;
            cameraData = new CameraData();
            cameraData.camera = camera;
            cameraData.isStereoEnabled = IsStereoEnabled(camera);

            int msaaSamples = 1;
            if (camera.allowMSAA && settings.msaaSampleCount > 1)
                msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;

            cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
            cameraData.isHdrEnabled = camera.allowHDR && settings.supportsHDR;

            Rect cameraRect = camera.rect;
            cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
                Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));

            // If XR is enabled, use XR renderScale.
            // Discard variations lesser than kRenderScaleThreshold.
            // Scale is only enabled for gameview.
            float usedRenderScale = XRGraphics.enabled ? XRGraphics.eyeTextureResolutionScale : settings.renderScale;
            cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
            cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;

            bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;
            cameraData.maxShadowDistance = Mathf.Min(settings.shadowDistance, camera.farClipPlane);
            cameraData.maxShadowDistance = (anyShadowsEnabled && cameraData.maxShadowDistance >= camera.nearClipPlane) ?
                cameraData.maxShadowDistance : 0.0f;

            if (additionalCameraData != null)
            {
                cameraData.maxShadowDistance = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
                cameraData.requiresDepthTexture = additionalCameraData.requiresDepthTexture;
                cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
                cameraData.volumeLayerMask = additionalCameraData.volumeLayerMask;
                cameraData.volumeTrigger = additionalCameraData.volumeTrigger == null ? camera.transform : additionalCameraData.volumeTrigger;
                cameraData.postProcessEnabled = additionalCameraData.renderPostProcessing;
                cameraData.isStopNaNEnabled = cameraData.postProcessEnabled && additionalCameraData.stopNaN && SystemInfo.graphicsShaderLevel >= 35;
                cameraData.isDitheringEnabled = cameraData.postProcessEnabled && additionalCameraData.dithering;
                cameraData.antialiasing = cameraData.postProcessEnabled ? additionalCameraData.antialiasing : AntialiasingMode.None;
                cameraData.antialiasingQuality = additionalCameraData.antialiasingQuality;
            }
            else if(camera.cameraType == CameraType.SceneView)
            {
                cameraData.requiresDepthTexture = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
                cameraData.volumeLayerMask = 1; // "Default"
                cameraData.volumeTrigger = null;
                cameraData.postProcessEnabled = CoreUtils.ArePostProcessesEnabled(camera);
                cameraData.isStopNaNEnabled = false;
                cameraData.isDitheringEnabled = false;
                cameraData.antialiasing = AntialiasingMode.None;
                cameraData.antialiasingQuality = AntialiasingQuality.High;
            }
            else
            {
                cameraData.requiresDepthTexture = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
                cameraData.volumeLayerMask = 1; // "Default"
                cameraData.volumeTrigger = null;
                cameraData.postProcessEnabled = false;
                cameraData.isStopNaNEnabled = false;
                cameraData.isDitheringEnabled = false;
                cameraData.antialiasing = AntialiasingMode.None;
                cameraData.antialiasingQuality = AntialiasingQuality.High;
            }

            // Disables post if GLes2
            cameraData.postProcessEnabled &= SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;

            cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || cameraData.postProcessEnabled;

            var commonOpaqueFlags = SortingCriteria.CommonOpaque;
            var noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
            bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
            bool canSkipFrontToBackSorting = (camera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || camera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;

            cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
            cameraData.captureActions = CameraCaptureBridge.GetCaptureActions(camera);

            bool needsAlphaChannel = camera.targetTexture == null && Graphics.preserveFramebufferAlpha && PlatformNeedsToKillAlpha();
            cameraData.cameraTargetDescriptor = CreateRenderTextureDescriptor(camera, cameraData.renderScale,
                cameraData.isStereoEnabled, cameraData.isHdrEnabled, msaaSamples, needsAlphaChannel);
        }

又是好大一坨,不着急,慢慢欣赏代码艺术。

好吧,没什么好欣赏的,都是一些基本参数的赋值,在其中其实我们可以看到一些效果的使用前提:如Postprocess需要OpenGLES2以上等

接下来就是SetupPerCameraShaderConstants方法:

     static void SetupPerCameraShaderConstants(CameraData cameraData)
        {
            Camera camera = cameraData.camera;

            float scaledCameraWidth = (float)cameraData.camera.pixelWidth * cameraData.renderScale;
            float scaledCameraHeight = (float)cameraData.camera.pixelHeight * cameraData.renderScale;
            Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(scaledCameraWidth, scaledCameraHeight, 1.0f + 1.0f / scaledCameraWidth, 1.0f + 1.0f / scaledCameraHeight));
            Shader.SetGlobalVector(PerCameraBuffer._WorldSpaceCameraPos, camera.transform.position);
            float cameraWidth = (float)cameraData.camera.pixelWidth;
            float cameraHeight = (float)cameraData.camera.pixelHeight;
            Shader.SetGlobalVector(PerCameraBuffer._ScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));

            Matrix4x4 projMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
            Matrix4x4 viewMatrix = camera.worldToCameraMatrix;
            Matrix4x4 viewProjMatrix = projMatrix * viewMatrix;
            Matrix4x4 invViewProjMatrix = Matrix4x4.Inverse(viewProjMatrix);
            Shader.SetGlobalMatrix(PerCameraBuffer._InvCameraViewProj, invViewProjMatrix);
        }

主要是对四个Shader全局变量的赋值:_ScaledScreenParams、_WorldSpaceCameraPos、_ScreenParams、_InvCameraViewProj

具体用来做什么之后我们讲解URP的Shader时会讲到(不过看字面意思也知道时干啥的~啊哈哈哈)

接下来就是重点了,URP将渲染方案封装在ForwardRenderer中,由于篇幅原因,下节我们来学习一下ForwardRenderer!!

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