转载自:使用CommandBuffer实现描边效果 - 简书 (jians//声明
CommandBuffer commandBuffer = new CommandBuffer(); //设置渲染目标 commandBuffer.SetRe
nderTarget
(renderTexture); commandBuffer.ClearRenderTarget(true,true,Color.black); //设置渲染数据 commandBuffer.DrawRenderer( targetRenderer,material); //将commandBuffer的渲染结果进行后期处理效果 commandBuffer.Bilt(renderTexture,DestTexture,material); //向主camera中插入CommandBuffer commandBuffer.AddCommandBuffer(CameraEvent.BeforeForwardOpaque,commandBuffer); //用Graphics的方法调用绘制 Graphics.ExecuteCommandBuffer(CommandBuffer)
;
commanderBuffer方法:(五)CommandBuffer基本应用 - 81192 - 博客园 (cnblogs.com)
原理:将需要渲染的render绘制到一个RT上,再对这张RT乘个纯色,模糊后与原RT相减得到边框。
using
System.Collections;
using
System.Collections.Generic; using UnityEngine; using
UnityEngine.Rendering;
//描边,挂在camera上 public class StrokeController : MonoBehaviour { private CommandBuffer commandBuffer = null; public Material renderMat = null; private RenderTexture renderTex = null; public Material effectMat = null; public Material renderMatMono = null; // private Renderer targetEBO = null; private List<Renderer> targetList; public GameObject targetOBJ = null; public Color outLineColor = Color.black; //renderMat public Color objColor = Color.black; public int outLineSize = 4; public int BlurSize = 3; private void Start() { if(renderMat && targetOBJ != null) { Renderer[] rendererList = targetOBJ.GetComponentsInChildren<Renderer>(); targetList = new List<Renderer>(rendererList); commandBuffer = new CommandBuffer(); renderTex = RenderTexture.GetTemporary(Screen.width,Screen.height,0); commandBuffer.SetRenderTarget(renderTex); commandBuffer.ClearRenderTarget(true,true,Color.black); renderMatMono.SetColor("_outLineColor", objColor); foreach (var v in targetList) { v.material = renderMatMono; } foreach (var v in targetList) { commandBuffer.DrawRenderer(v, renderMat); } } else { enabled = false; } } private void OnEnable() { if(renderTex) { RenderTexture.ReleaseTemporary(renderTex); renderTex = null; } if(commandBuffer != null) { commandBuffer.Release(); commandBuffer = null; } } private void OnRenderImage(RenderTexture src, RenderTexture dest) { if(renderMat && renderTex && commandBuffer != null) { renderMat.SetColor("_outLineColor", outLineColor); Graphics.ExecuteCommandBuffer(commandBuffer); RenderTexture temp1 = RenderTexture.GetTemporary(src.width, src.height, 0); RenderTexture temp2 = RenderTexture.GetTemporary(src.width, src.height, 0); effectMat.SetInt("_outLineSize", outLineSize); Graphics.Blit(renderTex, temp1, effectMat, 0); Graphics.Blit(temp1, temp2, effectMat, 1); //设置模糊次数 for (int i = 0; i < BlurSize; i++) { Graphics.Blit(temp2, temp1, effectMat, 0); Graphics.Blit(temp1, temp2, effectMat, 1); } //将模糊后的图片减去commandBuffer中的实心剪影 effectMat.SetTexture("_renderTex", renderTex); //effectMat.SetTexture("_MainTex", renderTex); Graphics.Blit(temp2, temp1, effectMat, 2); //后期处理,叠入渲染成果 effectMat.SetTexture("_outLineTex", temp1); Graphics.Blit(src, dest, effectMat, 3); //释放RT RenderTexture.ReleaseTemporary(temp1); RenderTexture.ReleaseTemporary(temp2); } else { Graphics.Blit(src,dest); } } }
Shader "LZ/effectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_outLineSize("outLineSize",int)=4
//_outLineTex("outLineTex",2D)="black"{}
//_renderTex("renderTex",2D)="black"{}
}
//Founction
CGINCLUDE
float _outLineSize;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
struct a2v{
float4 vertex:POSITION;
float2 uv:TEXCOORD0;
};
struct v2f{
float4 pos:SV_POSITION;
float2 uv[5]:TEXCOORD0;
};
v2f vert_heng(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float2 uv=v.uv;
o.uv[0] = uv;
o.uv[1] = uv + float2(1,0) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[2] = uv + float2(-1,0) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[3] = uv + float2(2,0) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[4] = uv + float2(-2,0) * _outLineSize * _MainTex_TexelSize.xy;
return o;
}
v2f vert_shu(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float2 uv=v.uv;
o.uv[0] = uv;
o.uv[1] = uv + float2(0,1) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[2] = uv + float2(0,-1) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[3] = uv + float2(0,2) * _outLineSize * _MainTex_TexelSize.xy;
o.uv[4] = uv + float2(0,-2) * _outLineSize * _MainTex_TexelSize.xy;
return o;
}
fixed4 frag(v2f i):SV_TARGET{
float3 col = tex2D(_MainTex,i.uv[0]).xyz *0.4026;
float3 col1 = tex2D(_MainTex,i.uv[1]).xyz *0.2442;
float3 col2 = tex2D(_MainTex,i.uv[2]).xyz *0.2442;
float3 col3 = tex2D(_MainTex,i.uv[3]).xyz *0.0545;
float3 col4 = tex2D(_MainTex,i.uv[4]).xyz *0.0545;
float3 finalCol = col+col1+col2+col3+col4;
return fixed4(finalCol,1.0);
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass{
CGPROGRAM
#include"UnityCG.cginc"
#pragma vertex vert_heng
#pragma fragment frag
ENDCG
}
Pass{
CGPROGRAM
#include"UnityCG.cginc"
#pragma vertex vert_shu
#pragma fragment frag
ENDCG
}
//pass 2 ---renderTex------------------------------------------------------------------------------
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f1
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f1 vert (appdata v)
{
v2f1 o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//sampler2D _MainTex;
sampler2D _renderTex;
fixed4 frag (v2f1 i) : SV_Target
{
float3 col= tex2D(_MainTex,i.uv).xyz;
float3 commandCol=tex2D(_renderTex,i.uv).xyz;
float3 finalCol=col-commandCol;
return fixed4(finalCol,1.0);
}
ENDCG
}
//pass3 add outlineTex--------------------------------------------------------------------------------------------------
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f2
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _outLineTex;
v2f2 vert (appdata v)
{
v2f2 o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f2 i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 lineCol=tex2D(_outLineTex,i.uv);
col.xyz+=lineCol.xyz;
return col;
}
ENDCG
}
}
}
Shader "LZ/effectShader"{ Properties { _MainTex ("Texture", 2D) = "white" {} _outLineSize("outLineSize",int)=4 //_outLineTex("outLineTex",2D)="black"{} //_renderTex("renderTex",2D)="black"{} }
//Founction CGINCLUDE
float _outLineSize; sampler2D _MainTex; float4 _MainTex_TexelSize;
struct a2v{ float4 vertex:POSITION; float2 uv:TEXCOORD0; }; struct v2f{ float4 pos:SV_POSITION; float2 uv[5]:TEXCOORD0; };
v2f vert_heng(a2v v){ v2f o; o.pos = UnityObjectToClipPos(v.vertex); float2 uv=v.uv; o.uv[0] = uv; o.uv[1] = uv + float2(1,0) * _outLineSize * _MainTex_TexelSize.xy; o.uv[2] = uv + float2(-1,0) * _outLineSize * _MainTex_TexelSize.xy; o.uv[3] = uv + float2(2,0) * _outLineSize * _MainTex_TexelSize.xy; o.uv[4] = uv + float2(-2,0) * _outLineSize * _MainTex_TexelSize.xy; return o; }
v2f vert_shu(a2v v){ v2f o; o.pos = UnityObjectToClipPos(v.vertex); float2 uv=v.uv; o.uv[0] = uv; o.uv[1] = uv + float2(0,1) * _outLineSize * _MainTex_TexelSize.xy; o.uv[2] = uv + float2(0,-1) * _outLineSize * _MainTex_TexelSize.xy; o.uv[3] = uv + float2(0,2) * _outLineSize * _MainTex_TexelSize.xy; o.uv[4] = uv + float2(0,-2) * _outLineSize * _MainTex_TexelSize.xy; return o; }
fixed4 frag(v2f i):SV_TARGET{ float3 col = tex2D(_MainTex,i.uv[0]).xyz *0.4026; float3 col1 = tex2D(_MainTex,i.uv[1]).xyz *0.2442; float3 col2 = tex2D(_MainTex,i.uv[2]).xyz *0.2442; float3 col3 = tex2D(_MainTex,i.uv[3]).xyz *0.0545; float3 col4 = tex2D(_MainTex,i.uv[4]).xyz *0.0545; float3 finalCol = col+col1+col2+col3+col4; return fixed4(finalCol,1.0); }
ENDCG
SubShader { Cull Off ZWrite Off ZTest Always
Pass{ CGPROGRAM #include"UnityCG.cginc" #pragma vertex vert_heng #pragma fragment frag ENDCG }
Pass{ CGPROGRAM #include"UnityCG.cginc" #pragma vertex vert_shu #pragma fragment frag ENDCG }
//pass 2 ---renderTex------------------------------------------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f1 { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
v2f1 vert (appdata v) { v2f1 o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; }
//sampler2D _MainTex; sampler2D _renderTex;
fixed4 frag (v2f1 i) : SV_Target { float3 col= tex2D(_MainTex,i.uv).xyz; float3 commandCol=tex2D(_renderTex,i.uv).xyz; float3 finalCol=col-commandCol; return fixed4(finalCol,1.0); } ENDCG }
//pass3 add outlineTex--------------------------------------------------------------------------------------------------
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f2 { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
sampler2D _outLineTex;
v2f2 vert (appdata v) { v2f2 o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; }
fixed4 frag (v2f2 i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 lineCol=tex2D(_outLineTex,i.uv); col.xyz+=lineCol.xyz; return col; } ENDCG } }}