本文主要是介绍Unity中URP下实现能量罩(性能优化 和 BRP适配),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
文章目录
- 前言
- 一、性能优化
- 1、尽可能减少纹理采样次数
- 2、 尽量把 max函数 换成 saturate函数,可以减少一次GPU指令
- 3、尽可能的把计算移到顶点着色器
- 4、变体优化
- 5、变量放入 常量缓冲区
- 二、BuideIn Render Pipeline适配
- 1、C#脚本开启摄像机深度图
- 2、CG语言适配
- 三、最终效果和代码
前言
在之前的文章中,我们实现了URP下的能量罩效果。
- Unity中URP下实现能量罩(扭曲流光花纹)
我们在这篇文章中,对其进行性能优化 和 BRP下的适配。
一、性能优化
1、尽可能减少纹理采样次数
- 我们这里把 能量罩花纹纹理 和 抓屏扭曲纹理 合并成同一个来使用,在效果上没多大变化。但是,可以少使用一次纹理采样。
2、 尽量把 max函数 换成 saturate函数,可以减少一次GPU指令
3、尽可能的把计算移到顶点着色器
- 在片元着色器中计算,需要对片元中的每一个像素进行计算,消耗性能较大
4、变体优化
5、变量放入 常量缓冲区
二、BuideIn Render Pipeline适配
1、C#脚本开启摄像机深度图
Camera.main.depthTextureMode = DepthTextureMode.Depth;
2、CG语言适配
- 抓屏纹理
GrabPass{“_GrabPass”}
- 引入库修改
#include “UnityCG.cginc”
- 纹理申明
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _CameraDepthTexture;
sampler2D _GrabPass;
- 顶点着色器中,顶点坐标系变换需要修改为BRP的方法
v2f vert(appdata v)
{
v2f o = (v2f)0;
o.positionWS = mul(unity_ObjectToWorld,v.positionOS);
o.positionVS = UnityObjectToViewPos(v.positionOS);
o.positionCS = UnityObjectToClipPos(v.positionOS);
o.normalWS = UnityObjectToWorldNormal(v.normalOS);
o.uv.xy = v.uv;
o.uv.zw = TRANSFORM_TEX(v.uv,_MainTex);
return o;
}
- 纹理采样使用 tex2D
三、最终效果和代码
//流光扭曲花纹
Shader "MyShader/URP/P4_3_7"
{Properties{[Header(MainTex)]_MainTex("MainTex",2D) = "white"{}[Header(HighLight)]_HighLightColor("HighLightColor",Color) = (0,0,0,0)_HighLightFade("HighLightFade",Float) = 1.0[Header(Fresnel)][PowerSlider(3)]_FresnelIntensity("FresnelIntensity",Range(0,15)) = 1.0_FresnelColor("FresnelColor",Color) = (0,0,0,0)[Header(Distort)]_Tilling("Distort Tilling",Float)=0_Distort("Distort",Range(0,1)) = 0.3}SubShader{Tags{//告诉引擎,该Shader只用于 URP 渲染管线"RenderPipeline"="UniversalPipeline"//渲染类型"RenderType"="Transparent"//渲染队列"Queue"="Transparent"}Pass{Blend One OneZWrite OffName "Unlit"HLSLPROGRAM#pragma vertex vert#pragma fragment frag// Pragmas#pragma target 2.0// Includes#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"CBUFFER_START(UnityPerMaterial)half4 _HighLightColor;half _HighLightFade;half _FresnelIntensity;half4 _FresnelColor;half _Tilling;half _Distort;float4 _MainTex_ST;CBUFFER_ENDTEXTURE2D(_MainTex);SAMPLER(sampler_MainTex);TEXTURE2D(_CameraDepthTexture);SAMPLER(sampler_CameraDepthTexture);TEXTURE2D(_CameraOpaqueTexture);SAMPLER(sampler_CameraOpaqueTexture);//struct appdata//顶点着色器的输入struct Attributes{float3 positionOS : POSITION;float2 uv : TEXCOORD0;half3 normalOS : NORMAL;};//struct v2f//片元着色器的输入struct Varyings{float4 positionCS : SV_POSITION;float4 uv : TEXCOORD0;float4 screenPos : TEXCOORD1;float3 positionWS : TEXCOORD2;float3 positionVS : TEXCOORD3;half3 normalWS : TEXCOORD4;};//v2f vert(Attributes v)//顶点着色器Varyings vert(Attributes v){Varyings o = (Varyings)0;o.positionWS = TransformObjectToWorld(v.positionOS);o.positionVS = TransformWorldToView(o.positionWS);o.positionCS = TransformWViewToHClip(o.positionVS);o.screenPos = ComputeScreenPos(o.positionCS);o.normalWS = TransformObjectToWorldNormal(v.normalOS);o.uv.xy = v.uv;o.uv.zw = TRANSFORM_TEX(v.uv, _MainTex);return o;}//fixed4 frag(v2f i) : SV_TARGET//片元着色器half4 frag(Varyings i) : SV_TARGET{half4 col = 0;//深度图//float2 uv = i.screenPos.xy / i.screenPos.w;float2 uv = i.positionCS.xy / _ScreenParams.xy;half4 cameraDepthTex = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uv);half depthTex = LinearEyeDepth(cameraDepthTex.r, _ZBufferParams);half4 highLight = depthTex + i.positionVS.z;highLight = pow(saturate(highLight), _HighLightFade);highLight = 1 - highLight;highLight *= _HighLightColor;col += saturate(highLight);//fresnel外发光//pow(max(0,dot(N,V)),Intensity)half3 N = i.normalWS;half3 V = normalize(_WorldSpaceCameraPos - i.positionWS);half NdotV = dot(N, V);half4 fresnel = pow(abs(1 - saturate(NdotV)), _FresnelIntensity);fresnel *= _FresnelColor;col += fresnel;//能量罩花纹float4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv.zw + float2(0,_Time.x));col += mainTex * 0.1;//流光half flowMask = frac(i.uv.y * _Tilling + _Time.y);col *= flowMask;//抓屏流光扭曲float2 distortUV = lerp(uv, mainTex.rr, _Distort);half4 opaqueTex = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, distortUV);half4 distort = opaqueTex;col *= distort;return col;}ENDHLSL}}SubShader{Tags{//渲染类型"RenderType"="Transparent"//渲染队列"Queue"="Transparent"}GrabPass{"_GrabPass"}Pass{Blend One OneZWrite OffCGPROGRAM#pragma vertex vert#pragma fragment frag// Pragmas#pragma target 2.0// Includes#include "UnityCG.cginc"half4 _HighLightColor;half _HighLightFade;half _FresnelIntensity;half4 _FresnelColor;half _Tilling;half _Distort;sampler2D _MainTex;float4 _MainTex_ST;sampler2D _CameraDepthTexture;sampler2D _GrabPass;struct appdata{float3 positionOS : POSITION;float2 uv : TEXCOORD0;half3 normalOS : NORMAL;};//struct v2f//片元着色器的输入struct v2f{float4 positionCS : SV_POSITION;float4 uv : TEXCOORD0;float3 positionWS : TEXCOORD2;float3 positionVS : TEXCOORD3;half3 normalWS : TEXCOORD4;};//v2f vert(appdata v)//顶点着色器v2f vert(appdata v){v2f o = (v2f)0;o.positionWS = mul(unity_ObjectToWorld, v.positionOS);o.positionVS = UnityObjectToViewPos(v.positionOS);o.positionCS = UnityObjectToClipPos(v.positionOS);o.normalWS = UnityObjectToWorldNormal(v.normalOS);o.uv.xy = v.uv;o.uv.zw = TRANSFORM_TEX(v.uv, _MainTex);return o;}//fixed4 frag(v2f i) : SV_TARGET//片元着色器half4 frag(v2f i) : SV_TARGET{half4 col = 0;//深度图//float2 uv = i.screenPos.xy / i.screenPos.w;float2 uv = i.positionCS.xy / _ScreenParams.xy;half4 cameraDepthTex = tex2D(_CameraDepthTexture, uv);half depthTex = LinearEyeDepth(cameraDepthTex);half4 highLight = depthTex + i.positionVS.z;highLight = pow(saturate(highLight), _HighLightFade);highLight = 1 - highLight;highLight *= _HighLightColor;col += saturate(highLight);//fresnel外发光//pow(max(0,dot(N,V)),Intensity)half3 N = i.normalWS;half3 V = normalize(_WorldSpaceCameraPos - i.positionWS);half NdotV = dot(N, V);half4 fresnel = pow(abs(1 - saturate(NdotV)), _FresnelIntensity);fresnel *= _FresnelColor;col += fresnel;//能量罩花纹float4 mainTex = tex2D(_MainTex, i.uv.zw + float2(0, _Time.x));col += mainTex * 0.1;//流光half flowMask = frac(i.uv.y * _Tilling + _Time.y);col *= flowMask;//抓屏流光扭曲float2 distortUV = lerp(uv, mainTex.rr, _Distort);half4 opaqueTex = tex2D(_GrabPass, distortUV);half4 distort = opaqueTex;col *= distort;return col;}ENDCG}}
}
这篇关于Unity中URP下实现能量罩(性能优化 和 BRP适配)的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!