【URP】Unity[RendererFeatures]渲染对象RenderObjects
【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);
}
}
private Material _outlineMaterial;
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);
}
[*]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
}
}
}
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);
}
}
private Material outlineMaterial;
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);
}
}
[*]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
}
}
}
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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