欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页  >  IT编程

unity实现远视角场景细节

程序员文章站 2024-01-07 11:31:46
问题:当我们处理一些远视角的,并且物体时细长的(如远方球场的边界)渲染时。会出现一些线段丢失,并且移动视角会法线线段闪烁,感觉整个线段不完整。比如类似下图:我要实现的是把线段填充并且尽量没有锯齿,类似下图:原因:这个问题出现的原因是,远方的物体可以表达的像素会越来越少。无论是透视视角还是正交的,只要在远方的物体可以表现得像素都是很小了。有些位置甚至一个像素都不能表达,所以就会出现像素丢失。实现方式:针对这种问题,我的解决思路是既然他没办法在一个像素表达,我就让.....

问题:

当我们处理一些远视角的,并且物体时细长的(如远方球场的边界)渲染时。会出现一些线段丢失,并且移动视角会法线线段闪烁,感觉整个线段不完整。比如类似下图:

unity实现远视角场景细节

我要实现的是把线段填充并且尽量没有锯齿,类似下图:

unity实现远视角场景细节

 

原因:

这个问题出现的原因是,远方的物体可以表达的像素会越来越少。

无论是透视视角还是正交的,只要在远方的物体可以表现得像素都是很小了。有些位置甚至一个像素都不能表达,所以就会出现像素丢失。

 

实现方式:

针对这种问题,我的解决思路是既然他没办法在一个像素表达,我就让他用多个像素表达出来。也就是对像素做四周的采样,然后看没有像素的位置四周有没接近白色像素,如果有则加上这个颜色。

这样就可以扩大一部分像素了,变为下面这样:

unity实现远视角场景细节

看上去好多了,整个线端比较连续了。

urp下核心逻辑是:

首先用一个commandbuffer来接受球场地板的渲染,我定义的是FootBallScene的tag:

commandbuffer是这样:

using System;

namespace UnityEngine.Rendering.Universal.Internal
{
    /// <summary>
    /// Render all objects that have a 'DepthOnly' pass into the given depth buffer.
    ///
    /// You can use this pass to prime a depth buffer for subsequent rendering.
    /// Use it as a z-prepass, or use it to generate a depth buffer.
    /// </summary>
    public class FootBallScenePass : ScriptableRenderPass
    {
        int kDepthBufferBits = 32;

        private RenderTargetHandle depthAttachmentHandle { get; set; }
        internal RenderTextureDescriptor descriptor { get; private set; }

        FilteringSettings m_FilteringSettings;
        string m_ProfilerTag = "FootBallScene";
        ShaderTagId m_ShaderTagId = new ShaderTagId("FootBallScene");

        /// <summary>
        /// Create the DepthOnlyPass
        /// </summary>
        public FootBallScenePass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
        {
            m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
            renderPassEvent = evt;
        }

        /// <summary>
        /// Configure the pass
        /// </summary>
        public void Setup(
            RenderTextureDescriptor baseDescriptor,
            RenderTargetHandle depthAttachmentHandle)
        {
            this.depthAttachmentHandle = depthAttachmentHandle;
            baseDescriptor.colorFormat = RenderTextureFormat.ARGB4444;
            baseDescriptor.depthBufferBits = kDepthBufferBits;

            // Depth-Only pass don't use MSAA
            baseDescriptor.msaaSamples = 1;
            descriptor = baseDescriptor;
        }

        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
        {
            cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
            ConfigureTarget(depthAttachmentHandle.Identifier());
            ConfigureClear(ClearFlag.All, Color.black);
        }

        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
                var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
                drawSettings.perObjectData = PerObjectData.None;

                ref CameraData cameraData = ref renderingData.cameraData;
                Camera camera = cameraData.camera;
                if (cameraData.isStereoEnabled)
                    context.StartMultiEye(camera);

                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings);

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

        /// <inheritdoc/>
        public override void FrameCleanup(CommandBuffer cmd)
        {
            if (cmd == null)
                throw new ArgumentNullException("cmd");

            if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
            {
                cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
                depthAttachmentHandle = RenderTargetHandle.CameraTarget;
            }
        }
    }
}

然后shader是加一个pass:

Pass
        {
            Name "FootBallScene"
            Tags{"LightMode" = "FootBallScene"}

            ZWrite On
            ColorMask RGB
            Cull Off

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            #pragma vertex FootBallSceneVertex
            #pragma fragment FootBallSceneFragment

            #include "UnlitInput.hlsl"

            struct Attributes
            {
                float4 positionOS       : POSITION;
                float2 uv               : TEXCOORD0;
            };

            struct Varyings
            {
                float2 uv        : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            Varyings FootBallSceneVertex(Attributes input)
            {
                Varyings output = (Varyings)0;

                VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
                output.vertex = vertexInput.positionCS;
                output.uv = TRANSFORM_TEX(input.uv, _BaseMap);

                return output;
            }

            half4 FootBallSceneFragment(Varyings input) : SV_Target
            {
                return SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
            }
            ENDHLSL
        }

这样就拿到了我们的场景图了。

第二步就是要获取他的z轴信息,我的思想是类似获取深度图,但我是自己算了一遍符合自己的,我用相机的世界坐标和当前像素的世界坐标的距离做为深度信息:

commandbuffer其实差不多:

using System;

namespace UnityEngine.Rendering.Universal.Internal
{
    /// <summary>
    /// Render all objects that have a 'DepthOnly' pass into the given depth buffer.
    ///
    /// You can use this pass to prime a depth buffer for subsequent rendering.
    /// Use it as a z-prepass, or use it to generate a depth buffer.
    /// </summary>
    public class PosZPass : ScriptableRenderPass
    {
        int kDepthBufferBits = 32;

        private RenderTargetHandle depthAttachmentHandle { get; set; }
        internal RenderTextureDescriptor descriptor { get; private set; }

        FilteringSettings m_FilteringSettings;
        string m_ProfilerTag = "Pos Z";
        ShaderTagId m_ShaderTagId = new ShaderTagId("PosZ");

        /// <summary>
        /// Create the DepthOnlyPass
        /// </summary>
        public PosZPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
        {
            m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
            renderPassEvent = evt;
        }

        /// <summary>
        /// Configure the pass
        /// </summary>
        public void Setup(
            RenderTextureDescriptor baseDescriptor,
            RenderTargetHandle depthAttachmentHandle)
        {
            this.depthAttachmentHandle = depthAttachmentHandle;
            baseDescriptor.colorFormat = RenderTextureFormat.ARGB4444;
            baseDescriptor.depthBufferBits = kDepthBufferBits;

            // Depth-Only pass don't use MSAA
            baseDescriptor.msaaSamples = 1;
            descriptor = baseDescriptor;
        }

        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
        {
            cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
            ConfigureTarget(depthAttachmentHandle.Identifier());
            ConfigureClear(ClearFlag.All, Color.black);
        }

        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
                var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
                drawSettings.perObjectData = PerObjectData.None;

                ref CameraData cameraData = ref renderingData.cameraData;
                Camera camera = cameraData.camera;
                if (cameraData.isStereoEnabled)
                    context.StartMultiEye(camera);

                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings);

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

        /// <inheritdoc/>
        public override void FrameCleanup(CommandBuffer cmd)
        {
            if (cmd == null)
                throw new ArgumentNullException("cmd");

            if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
            {
                cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
                depthAttachmentHandle = RenderTargetHandle.CameraTarget;
            }
        }
    }
}

然后shader加一个pass:

Pass
        {
            Name "PosZ"
            Tags{"LightMode" = "PosZ"}

            ZWrite On
            ColorMask RGB
            Cull Off

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            #pragma target 2.0

            #pragma vertex PosZVertex
            #pragma fragment PosZFragment

            #include "UnlitInput.hlsl"

            struct Attributes
            {
                float4 positionOS       : POSITION;
                float2 uv               : TEXCOORD0;
            };

            struct Varyings
            {
                float2 uv        : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float3 vertexW : TEXCOORD1;
            };

            half4 _CameraPos;

            Varyings PosZVertex(Attributes input)
            {
                Varyings output = (Varyings)0;

                VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
                output.vertex = vertexInput.positionCS;
                output.vertexW = vertexInput.positionWS;
                output.uv = TRANSFORM_TEX(input.uv, _BaseMap);

                return output;
            }

            half4 PosZFragment(Varyings input) : SV_Target
            {
                return half4(distance(_CameraPos, input.vertexW) / 200,0,0, 1);
            }
            ENDHLSL
        }

    }

这样就能得到这个图的信息了。

场景图:

unity实现远视角场景细节

深度图:

unity实现远视角场景细节

然后我们需要知道哪些部分需要扩大像素,一般我们可以自定义,我是定义了深度在大于我的场景的0.2的时候做处理。然后用blit的方式来实现像素写入:

cmd.Blit(source, opaqueColorRT, blurMat, 0);

但是这里还有个问题,就是我们的线段还是有比较明显的锯齿感,那么我们就应该对他做一些模糊的处理,所以我们又做多了一个pass来把他变模糊。

整体的commandbuffer是:

using System;

namespace UnityEngine.Rendering.Universal.Internal
{
    /// <summary>
    /// Render all objects that have a 'DepthOnly' pass into the given depth buffer.
    ///
    /// You can use this pass to prime a depth buffer for subsequent rendering.
    /// Use it as a z-prepass, or use it to generate a depth buffer.
    /// </summary>
    public class FootBallScenePostProgressPass : ScriptableRenderPass
    {
        private Material blurMat = null;
        private RenderTexture mCurrPreRt;
        int m_SampleOffsetShaderHandle;
        Downsampling m_DownsamplingMethod;

        private RenderTargetIdentifier source { get; set; }
        private RenderTargetHandle destination { get; set; }
        const string m_ProfilerTag = "FootBallScenePostProgressPass";

        /// <summary>
        /// Create the CopyColorPass
        /// </summary>
        public FootBallScenePostProgressPass(RenderPassEvent evt)
        {
            m_SampleOffsetShaderHandle = Shader.PropertyToID("_SampleOffset");
            renderPassEvent = evt;
            m_DownsamplingMethod = Downsampling.None;
            if (mCurrPreRt != null)
            {
                mCurrPreRt.DiscardContents();
                mCurrPreRt.Release();
                RenderTexture.ReleaseTemporary(mCurrPreRt);
            }
        }

        /// <summary>
        /// Configure the pass with the source and destination to execute on.
        /// </summary>
        /// <param name="source">Source Render Target</param>
        /// <param name="destination">Destination Render Target</param>
        public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination, Downsampling downsampling)
        {
            this.source = source;
            this.destination = destination;
            m_DownsamplingMethod = downsampling;
        }

        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
        {
            RenderTextureDescriptor descriptor = cameraTextureDescripor;
            descriptor.msaaSamples = 1;
            descriptor.depthBufferBits = 0;
            if (m_DownsamplingMethod == Downsampling._2xBilinear)
            {
                descriptor.width /= 2;
                descriptor.height /= 2;
            }
            else if (m_DownsamplingMethod == Downsampling._4xBox || m_DownsamplingMethod == Downsampling._4xBilinear)
            {
                descriptor.width /= 4;
                descriptor.height /= 4;
            }

            cmd.GetTemporaryRT(destination.id, descriptor, m_DownsamplingMethod == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear);
        }

        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
            RenderTargetIdentifier opaqueColorRT = destination.Identifier();

            ref CameraData cameraData = ref renderingData.cameraData;

            if (mCurrPreRt == null)
            {
                blurMat = new Material(Shader.Find("Hidden/VT_Blur"));
                mCurrPreRt = RenderTexture.GetTemporary(cameraData.camera.pixelWidth, cameraData.camera.pixelHeight, 0,
                        RenderTextureFormat.ARGB4444);
            }

            cmd.Blit(source, mCurrPreRt, blurMat, 0);
            //cmd.Blit(mCurrPreRt, opaqueColorRT, blurMat, 1);
            //Blit(cmd, source, mCurrPreRt, blurMat, 0);
            Blit(cmd, mCurrPreRt, opaqueColorRT, blurMat, 1);

            mCurrPreRt.DiscardContents();
            mCurrPreRt.Release();

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

        /// <inheritdoc/>
        public override void FrameCleanup(CommandBuffer cmd)
        {
            if (cmd == null)
                throw new ArgumentNullException("cmd");

            if (destination != RenderTargetHandle.CameraTarget)
            {
                cmd.ReleaseTemporaryRT(destination.id);
                destination = RenderTargetHandle.CameraTarget;
            }
        }
    }
}

然后shader实现整体是:


Shader "Hidden/VT_Blur" {
    Properties{
        _MainTex("Albedo Tex", 2D) = "white" {}
        _TintColor("TintColor",color) = (1,1,1,1)
    }

        Subshader{

            Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "true" }

            Pass
            {
                Blend One Zero
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag

                #include "UnityCG.cginc"

                sampler2D _FootballTexture;
                sampler2D _CameraPosZTexture;
                CBUFFER_START(UnityPerMaterial)
                float4 _FootballTexture_ST;
                float4 _FootballTexture_TexelSize;
                CBUFFER_END

                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 texcoord : TEXCOORD0;
                };
                struct v2f
                {
                    float4 vertex : SV_POSITION;
                    float2 disuv : TEXCOORD0;
                    float4 vertexV : TEXCOORD1;
                    float4 uv01 : TEXCOORD2;
                    float4 uv23 : TEXCOORD3;
                };
                v2f vert(appdata v)
                {
                    v2f o;

                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.disuv = TRANSFORM_TEX(v.texcoord, _FootballTexture);

                    o.vertexV = mul(UNITY_MATRIX_V, mul(unity_ObjectToWorld, v.vertex));

//#if UNITY_UV_STARTS_AT_TOP  
//                    o.disuv.y = 1 - o.disuv.y;
//#endif 
                    half4 _offsets = o.vertexV.y * 2 * _FootballTexture_TexelSize.xyxy;
                    o.uv01 = o.disuv.xyxy + _offsets.xyxy * float4(1, 1, -1, -1);
                    o.uv23 = o.disuv.xyxy + _offsets.xyxy * float4(1, 0, -1, 0);
                    return o;
                }
                float4 frag(v2f i) : SV_Target
                {
                    half4 posTex = tex2D(_CameraPosZTexture, i.disuv);
                    half4 mainTex = tex2D(_FootballTexture, i.disuv);
                    half posR = 1;//posTex.r + 0.2;
                    if (posTex.r > 0.2)
                    {
                        half4 mainTex01xy = tex2D(_FootballTexture, i.uv01.xy);
                        half4 mainTex01zw = tex2D(_FootballTexture, i.uv01.zw);
                        half4 mainTex23xy = tex2D(_FootballTexture, i.uv23.xy);
                        half4 mainTex23zw = tex2D(_FootballTexture, i.uv23.zw);

                        float edge = 0.2;
                        half4 color = half4(0, 0, 0, 0);
                        if (mainTex01xy.r > edge &&
                            mainTex01xy.g > edge &&
                            mainTex01xy.b > edge)
                        {
                            color += mainTex01xy * posR;
                        }
                        if (mainTex01zw.r > edge &&
                            mainTex01zw.g > edge &&
                            mainTex01zw.b > edge)
                        {
                            color += mainTex01zw * posR;
                        }
                        if (mainTex23xy.r > edge &&
                            mainTex23xy.g > edge &&
                            mainTex23xy.b > edge)
                        {
                            color += mainTex23xy * posR;
                        }
                        if (mainTex23zw.r > edge &&
                            mainTex23zw.g > edge &&
                            mainTex23zw.b > edge)
                        {
                            color += mainTex23xy * posR;
                        }

                        return color;
                    }
                    
                    return half4(0,0,0,0);//half4(i.vertexV.y, 0,0,1);
                }
                ENDCG
            }
            Pass
            {
                Blend One Zero
                ZWrite Off
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag

                #include "UnityCG.cginc"

            sampler2D _CameraPosZTexture;
                sampler2D _MainTex;
                CBUFFER_START(UnityPerMaterial)
                float4 _MainTex_ST;
                float4 _MainTex_TexelSize;
                float _SceneZBlurIntensity;
                CBUFFER_END

                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 texcoord : TEXCOORD0;
                };
                struct v2f
                {
                    float4 vertex : SV_POSITION;
                    float2 disuv : TEXCOORD0;
                    float4 vertexV : TEXCOORD1;
                    float4 uv01 : TEXCOORD2;
                    float4 uv23 : TEXCOORD3;
                    float4 uv45 : TEXCOORD4;
                };
                v2f vert(appdata v)
                {
                    v2f o;

                    o.vertex = UnityObjectToClipPos(v.vertex);

                    o.vertexV = mul(unity_ObjectToWorld, v.vertex);
                    o.disuv = TRANSFORM_TEX(v.texcoord, _MainTex);
                    half4 _offsets = 1 * _MainTex_TexelSize.xyxy;
                    o.uv01 = o.disuv.xyxy + _offsets.xyxy * float4(1, 1, -1, -1);
                    o.uv23 = o.disuv.xyxy + _offsets.xyxy * float4(1, 1, -1, -1) * 2.0;
                    o.uv45 = o.disuv.xyxy + _offsets.xyxy * float4(1, 1, -1, -1) * 3.0;

                    return o;
                }
                float4 frag(v2f i) : SV_Target
                {
                    half4 color = float4(0, 0, 0, 0);
                    color += 0.40 * tex2D(_MainTex, i.disuv);
                    color += 0.15 * tex2D(_MainTex, i.uv01.xy);
                    color += 0.15 * tex2D(_MainTex, i.uv01.zw);
                    color += 0.10 * tex2D(_MainTex, i.uv23.xy);
                    color += 0.10 * tex2D(_MainTex, i.uv23.zw);
                    color += 0.05 * tex2D(_MainTex, i.uv45.xy);
                    color += 0.05 * tex2D(_MainTex, i.uv45.zw);

                    return half4(color.rgb * _SceneZBlurIntensity, 1);
                }

                ENDCG
            }

        }
}

最终的效果是:

unity实现远视角场景细节

 

当然这里四边的扩大和模糊都多了很多采样,消耗是多一点。如果想消耗低点可以用比较美那么多消耗的方式,比如简单的均值模糊之类的。

 

本文地址:https://blog.csdn.net/llsansun/article/details/110143360

上一篇:

下一篇: