【从UnityURP开始探索游戏渲染】专栏-直达
RenderObjects的定义与作用
RenderObjects是URP提供的RendererFeature之一,允许开发者在不编写代码的情况下对渲染管线进行定制。它通过配置参数实现选择性渲染特定层级的物体、控制渲染顺序、重载材质或渲染状态等功能57。其核心用途包括:
- 层级过滤:仅渲染指定LayerMask的物体
- 渲染时机控制:通过Event参数插入到渲染管线的不同阶段(如AfterRenderingOpaques)
- 材质替换:使用Override Material覆盖原有材质
- 多Pass渲染:配合Shader的LightMode标签实现描边等效果
发展历史
- 初始版本(2020年前)作为LWRP实验性功能引入
- 2020年URP 7.x版本正式集成,提供基础层过滤和材质替换
- 2021年后增强深度/模板控制,支持透明物体处理
- 2022年优化API结构,明确ScriptableRendererFeature与RenderPass的分离
原理
底层原理
- 架构层级
RenderObjects通过继承ScriptableRendererFeature和ScriptableRenderPass实现管线扩展,核心逻辑在Execute()方法中通过CommandBuffer提交绘制指令。其本质是通过URP的ScriptableRenderContext调度GPU渲染命令,与内置管线不同之处在于采用可编程的轻量级渲染管线架构。
- 渲染流程控制
通过RenderPassEvent枚举插入到URP的固定管线阶段(如AfterRenderingOpaques),底层会触发以下操作:
- 调用ConfigureTarget()设置渲染目标
- 使用FilteringSettings过滤指定Layer的物体
- 通过DrawingSettings配置Shader Pass和排序规则
- 材质替换机制
当启用Override Material时,URP会临时替换原始材质的Shader,但保留物体的顶点数据。该过程通过MaterialPropertyBlock实现动态参数传递,避免材质实例化开销。
实现示例
- OutlineFeature.cs
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- public class OutlineFeature : ScriptableRendererFeature {
- class OutlinePass : ScriptableRenderPass {
- private Material _outlineMat;
- private LayerMask _layerMask;
- private FilteringSettings _filteringSettings;
- public OutlinePass(Material mat, LayerMask mask) {
- _outlineMat = mat;
- _layerMask = mask;
- _filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _layerMask);
- renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
- }
- public override void Execute(ScriptableRenderContext context, ref RenderingData data) {
- var drawingSettings = CreateDrawingSettings(
- new ShaderTagId("UniversalForward"),
- ref data,
- SortingCriteria.CommonOpaque
- );
- drawingSettings.overrideMaterial = _outlineMat;
- context.DrawRenderers(data.cullResults, ref drawingSettings, ref _filteringSettings);
- }
- }
- [SerializeField] private Material _outlineMaterial;
- [SerializeField] private LayerMask _outlineLayers = 1;
- private OutlinePass _pass;
- public override void Create() => _pass = new OutlinePass(_outlineMaterial, _outlineLayers);
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data)
- => renderer.EnqueuePass(_pass);
- }
复制代码 - Outline.shader
- Shader "Custom/Outline" {
- Properties {
- _OutlineColor("Color", Color) = (1,0,0,1)
- _OutlineWidth("Width", Range(0,0.1)) = 0.03
- }
- SubShader {
- Tags { "RenderType"="Opaque" "Queue"="Geometry+100" }
- Pass {
- Cull Front
- ZWrite Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- float _OutlineWidth;
- fixed4 _OutlineColor;
- struct appdata {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- };
- v2f vert(appdata v) {
- v2f o;
- v.vertex.xyz += v.normal * _OutlineWidth;
- o.pos = UnityObjectToClipPos(v.vertex);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target {
- return _OutlineColor;
- }
- ENDCG
- }
- }
- }
复制代码 关键流程解析
- 渲染指令提交
DrawRenderers方法内部会构建BatchRendererGroup,将CPU侧的渲染数据批量提交至GPU,相比直接使用CommandBuffer更高效。
- 深度测试控制
示例中ZWrite Off禁用深度写入,使描边始终显示在原始物体表面,该技术也常用于解决透明物体渲染顺序问题。
- 多Pass协作
URP会先执行默认的Forward渲染Pass,再执行RenderObjects插入的Pass,通过RenderPassEvent控制执行顺序
完整实现流程示例
- OutlineFeature.cs
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- public class OutlineFeature : ScriptableRendererFeature {
- class OutlinePass : ScriptableRenderPass {
- private Material outlineMat;
- private LayerMask layerMask;
- private RenderTargetIdentifier source;
- public OutlinePass(Material mat, LayerMask mask) {
- outlineMat = mat;
- layerMask = mask;
- renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
- }
- public override void Execute(ScriptableRenderContext context, ref RenderingData data) {
- CommandBuffer cmd = CommandBufferPool.Get("OutlinePass");
- var drawSettings = CreateDrawingSettings(
- new ShaderTagId("UniversalForward"),
- ref data, SortingCriteria.CommonOpaque);
- var filterSettings = new FilteringSettings(RenderQueueRange.opaque, layerMask);
- context.DrawRenderers(data.cullResults, ref drawSettings, ref filterSettings);
- CommandBufferPool.Release(cmd);
- }
- }
- [SerializeField] private Material outlineMaterial;
- [SerializeField] private LayerMask outlineLayers;
- private OutlinePass pass;
- public override void Create() {
- pass = new OutlinePass(outlineMaterial, outlineLayers);
- }
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data) {
- renderer.EnqueuePass(pass);
- }
- }
复制代码 - Outline.shader
- Shader "Custom/Outline" {
- Properties {
- _OutlineColor("Color", Color) = (1,1,1,1)
- _OutlineWidth("Width", Range(0,0.1)) = 0.05
- }
- SubShader {
- Tags { "RenderType"="Opaque" "LightMode"="UniversalForward" }
- Pass {
- CGPROGRAM
- // Vertex expansion logic...
- ENDCG
- }
- }
- }
复制代码 参数详解与用例
参数说明应用场景Event渲染时机(如BeforeRenderingPostProcessing)控制特效叠加顺序LayerMask目标渲染层级仅对敌人/UI层描边Override Material替换材质角色进入阴影区切换材质Depth Test深度测试模式解决透明物体遮挡问题Shader Passes匹配的Shader LightMode标签多Pass渲染(如"UniversalForward")配置步骤
- 创建URP Asset并启用Renderer Features
- 添加RenderObjects Feature到Forward Renderer
- 配置Event为AfterRenderingOpaques(不透明物体)或AfterRenderingTransparents(透明物体)
- 指定目标Layer和替换材质
- 调整Depth/Stencil参数解决遮挡问题
典型应用包括:角色描边、场景分块渲染、特殊效果叠加(如受伤高亮)等。通过组合不同Event和LayerMask可实现复杂的渲染管线控制
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【从UnityURP开始探索游戏渲染】专栏-直达
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