角币裙吐RenderPipeline基类?

通过继承该类并重写Render()方法,开发者可自定义渲染流程调度逻辑,替代传统固定管线。(URP中UniversalRenderPipeline : RenderPipeline 继承并重写Render方法。)

?ScriptableRenderContext?

作为C#脚本与底层图形API的桥梁,允许通过代码调度渲染命令(如剔除、绘制)。(public struct ScriptableRenderContext : IEquatable定义自定义渲染管道使用的状态和绘图命令。)

?管线资源分离机制?

RenderPipelineAsset:存储配置数据(如材质、Shader参数)(URP中是

public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver)

RenderPipelineInstance:执行实际渲染逻辑的实例类。(在URP中,上面的RenderPipelineAsset资产类中重写protected override RenderPipeline CreatePipeline()方法,在其中创建渲染管线实例var pipeline = new UniversalRenderPipeline(this);)

?关键扩展点?

?事件回调?

通过RenderPipelineManager订阅渲染生命周期事件(如beginContextRendering),在特定阶段注入自定义逻辑。

?动态渲染策略?

支持运行时切换渲染路径(如正向/延迟渲染),适应不同硬件性能需求(这里的渲染路径是URP或HDRP自己实现的,例如Forward+也是,所以这个渲染路径只是实现管线时的自定义渲染策略,所以运行时能切换。但是一般不建议切换,因为各种shader实现时都会根据渲染路径实现相应执行的Pass,如果随便切换,会导致部分shader可能因为只适配某种渲染路径,对其他渲染路径显示渲染异常。)。

URP在SRP上的具体实现?

?资源与实例初始化?

?URP管线资源?(UniversalRenderPipelineAsset):

定义默认Shader、光照模型、后处理栈等参数。

?实例化流程?:

资源创建时调用CreatePipeline()生成UniversalRenderPipeline实例,接管Unity渲染循环。

其中的渲染器基类ScriptableRenderer作为 渲染器可以用于所有摄像机,也可以在每个摄像机的基础上重写。它将实现光剔除和设置,并描述要在帧中执行的ScriptableRenderPass列表。渲染器可以通过额外的scriptablerendererfeature进行扩展,以支持更多的效果。渲染器的资源在ScriptableRendererData中序列化(编辑器中就在这个资源上挂载设置RendererFeature)。

UniversalRenderer 默认的3D渲染器继承自ScriptableRenderer。在其构造函数中

public UniversalRenderer(UniversalRendererData data) : base(data) 根据上述序列化的Data数据,创建默认的渲染Pass逻辑。渲染路径就是在这个类文件中一同定义的,在构造函数中根据不同路径,给出不同策略执行Pass。

定义渲染路径

namespace UnityEngine.Rendering.Universal

{

///

/// Rendering modes for Universal renderer.

///

public enum RenderingMode

{

///

Render all objects and lighting in one pass, with a hard limit on the number of lights that can be applied on an object.

Forward = 0,

///

Render all objects and lighting in one pass using a clustered data structure to access lighting data.

[InspectorName("Forward+")]

ForwardPlus = 2,

///

Render all objects first in a g-buffer pass, then apply all lighting in a separate pass using deferred shading.

Deferred = 1

};

// 省略下面代码。。。

}

构造函数根据渲染路径给出不同Pass执行策略

///

/// Constructor for the Universal Renderer.

///

/// The settings to create the renderer with.

public UniversalRenderer(UniversalRendererData data) : base(data)

{

// Query and cache runtime platform info first before setting up URP.

PlatformAutoDetect.Initialize();

...

设置各种材质和状态

// 设置各种材质和状态

#if ENABLE_VR && ENABLE_XR_MODULE

Experimental.Rendering.XRSystem.Initialize(XRPassUniversal.Create, data.xrSystemData.shaders.xrOcclusionMeshPS, data.xrSystemData.shaders.xrMirrorViewPS);

#endif

m_BlitMaterial = CoreUtils.CreateEngineMaterial(data.shaders.coreBlitPS);

m_BlitHDRMaterial = CoreUtils.CreateEngineMaterial(data.shaders.blitHDROverlay);

m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(data.shaders.copyDepthPS);

m_SamplingMaterial = CoreUtils.CreateEngineMaterial(data.shaders.samplingPS);

m_StencilDeferredMaterial = CoreUtils.CreateEngineMaterial(data.shaders.stencilDeferredPS);

m_CameraMotionVecMaterial = CoreUtils.CreateEngineMaterial(data.shaders.cameraMotionVector);

m_ObjectMotionVecMaterial = CoreUtils.CreateEngineMaterial(data.shaders.objectMotionVector);

StencilStateData stencilData = data.defaultStencilState;

m_DefaultStencilState = StencilState.defaultValue;

m_DefaultStencilState.enabled = stencilData.overrideStencilState;

m_DefaultStencilState.SetCompareFunction(stencilData.stencilCompareFunction);

m_DefaultStencilState.SetPassOperation(stencilData.passOperation);

m_DefaultStencilState.SetFailOperation(stencilData.failOperation);

m_DefaultStencilState.SetZFailOperation(stencilData.zFailOperation);

m_IntermediateTextureMode = data.intermediateTextureMode;

if (UniversalRenderPipeline.asset?.supportsLightCookies ?? false)

{

var settings = LightCookieManager.Settings.Create();

var asset = UniversalRenderPipeline.asset;

if (asset)

{

settings.atlas.format = asset.additionalLightsCookieFormat;

settings.atlas.resolution = asset.additionalLightsCookieResolution;

}

m_LightCookieManager = new LightCookieManager(ref settings);

}

this.stripShadowsOffVariants = true;

this.stripAdditionalLightOffVariants = true;

#if ENABLE_VR && ENABLE_VR_MODULE

#if PLATFORM_WINRT || PLATFORM_ANDROID

// AdditionalLightOff variant is available on HL&Quest platform due to performance consideration.

this.stripAdditionalLightOffVariants = !PlatformAutoDetect.isXRMobile;

#endif

#endif

Forward和Forward+灯光准备,深度预处理、深度拷贝模式等设置。

ForwardLights.InitParams forwardInitParams;

forwardInitParams.lightCookieManager = m_LightCookieManager;

forwardInitParams.forwardPlus = data.renderingMode == RenderingMode.ForwardPlus;

m_Clustering = data.renderingMode == RenderingMode.ForwardPlus;

m_ForwardLights = new ForwardLights(forwardInitParams);

//m_DeferredLights.LightCulling = data.lightCulling;

this.m_RenderingMode = data.renderingMode;

this.m_DepthPrimingMode = data.depthPrimingMode;

this.m_CopyDepthMode = data.copyDepthMode;

#if UNITY_ANDROID || UNITY_IOS || UNITY_TVOS

this.m_DepthPrimingRecommended = false;

#else

this.m_DepthPrimingRecommended = true;

#endif

关键来了!URP定制的流程在这里(从灯光阴影投射、深度和深度法线预渲染、到深度拷贝、延迟渲染中的特别执行的LightMode:”UniversalForwardOnly”、再到延迟渲染的GBuffer及其对GBuffer的屏幕空间的光照处理、不透明阶段Pass、深度拷贝、运动向量Pass、天空盒Pass、透明物体Pass、离屏UIPass、覆盖UIPass、最后的混合、深度拷贝、输出到缓冲区“_CameraColorAttachment”)

// Note: Since all custom render passes inject first and we have stable sort,

// we inject the builtin passes in the before events.

m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);

m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);

#if ENABLE_VR && ENABLE_XR_MODULE

m_XROcclusionMeshPass = new XROcclusionMeshPass(RenderPassEvent.BeforeRenderingOpaques);

// Schedule XR copydepth right after m_FinalBlitPass

m_XRCopyDepthPass = new CopyDepthPass(RenderPassEvent.AfterRendering + k_AfterFinalBlitPassQueueOffset, m_CopyDepthMaterial);

#endif

m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrePasses, RenderQueueRange.opaque, data.opaqueLayerMask);

m_DepthNormalPrepass = new DepthNormalOnlyPass(RenderPassEvent.BeforeRenderingPrePasses, RenderQueueRange.opaque, data.opaqueLayerMask);

if (renderingModeRequested == RenderingMode.Forward || renderingModeRequested == RenderingMode.ForwardPlus)

{

m_PrimedDepthCopyPass = new CopyDepthPass(RenderPassEvent.AfterRenderingPrePasses, m_CopyDepthMaterial, true);

}

if (this.renderingModeRequested == RenderingMode.Deferred)

{

var deferredInitParams = new DeferredLights.InitParams();

deferredInitParams.stencilDeferredMaterial = m_StencilDeferredMaterial;

deferredInitParams.lightCookieManager = m_LightCookieManager;

m_DeferredLights = new DeferredLights(deferredInitParams, useRenderPassEnabled);

m_DeferredLights.AccurateGbufferNormals = data.accurateGbufferNormals;

m_GBufferPass = new GBufferPass(RenderPassEvent.BeforeRenderingGbuffer, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference, m_DeferredLights);

// Forward-only pass only runs if deferred renderer is enabled.

// It allows specific materials to be rendered in a forward-like pass.

// We render both gbuffer pass and forward-only pass before the deferred lighting pass so we can minimize copies of depth buffer and

// benefits from some depth rejection.

// - If a material can be rendered either forward or deferred, then it should declare a UniversalForward and a UniversalGBuffer pass.

// - If a material cannot be lit in deferred (unlit, bakedLit, special material such as hair, skin shader), then it should declare UniversalForwardOnly pass

// - Legacy materials have unamed pass, which is implicitely renamed as SRPDefaultUnlit. In that case, they are considered forward-only too.

// TO declare a material with unnamed pass and UniversalForward/UniversalForwardOnly pass is an ERROR, as the material will be rendered twice.

StencilState forwardOnlyStencilState = DeferredLights.OverwriteStencil(m_DefaultStencilState, (int)StencilUsage.MaterialMask);

ShaderTagId[] forwardOnlyShaderTagIds = new ShaderTagId[]

{

new ShaderTagId("UniversalForwardOnly"),

new ShaderTagId("SRPDefaultUnlit"), // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility

new ShaderTagId("LightweightForward") // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility

};

int forwardOnlyStencilRef = stencilData.stencilReference | (int)StencilUsage.MaterialUnlit;

m_GBufferCopyDepthPass = new CopyDepthPass(RenderPassEvent.BeforeRenderingGbuffer + 1, m_CopyDepthMaterial, true);

m_DeferredPass = new DeferredPass(RenderPassEvent.BeforeRenderingDeferredLights, m_DeferredLights);

m_RenderOpaqueForwardOnlyPass = new DrawObjectsPass("Render Opaques Forward Only", forwardOnlyShaderTagIds, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, forwardOnlyStencilState, forwardOnlyStencilRef);

}

// Always create this pass even in deferred because we use it for wireframe rendering in the Editor or offscreen depth texture rendering.

m_RenderOpaqueForwardPass = new DrawObjectsPass(URPProfileId.DrawOpaqueObjects, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference);

m_RenderOpaqueForwardWithRenderingLayersPass = new DrawObjectsWithRenderingLayersPass(URPProfileId.DrawOpaqueObjects, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference);

bool copyDepthAfterTransparents = m_CopyDepthMode == CopyDepthMode.AfterTransparents;

RenderPassEvent copyDepthEvent = copyDepthAfterTransparents ? RenderPassEvent.AfterRenderingTransparents : RenderPassEvent.AfterRenderingSkybox;

m_CopyDepthPass = new CopyDepthPass(

copyDepthEvent,

m_CopyDepthMaterial,

shouldClear: true,

copyResolvedDepth: RenderingUtils.MultisampleDepthResolveSupported() && SystemInfo.supportsMultisampleAutoResolve && copyDepthAfterTransparents);

// Motion vectors depend on the (copy) depth texture. Depth is reprojected to calculate motion vectors.

m_MotionVectorPass = new MotionVectorRenderPass(copyDepthEvent + 1, m_CameraMotionVecMaterial, m_ObjectMotionVecMaterial, data.opaqueLayerMask);

m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox);

m_CopyColorPass = new CopyColorPass(RenderPassEvent.AfterRenderingSkybox, m_SamplingMaterial, m_BlitMaterial);

#if ADAPTIVE_PERFORMANCE_2_1_0_OR_NEWER

if (needTransparencyPass)

#endif

{

m_TransparentSettingsPass = new TransparentSettingsPass(RenderPassEvent.BeforeRenderingTransparents, data.shadowTransparentReceive);

m_RenderTransparentForwardPass = new DrawObjectsPass(URPProfileId.DrawTransparentObjects, false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference);

}

m_OnRenderObjectCallbackPass = new InvokeOnRenderObjectCallbackPass(RenderPassEvent.BeforeRenderingPostProcessing);

m_DrawOffscreenUIPass = new DrawScreenSpaceUIPass(RenderPassEvent.BeforeRenderingPostProcessing, true);

m_DrawOverlayUIPass = new DrawScreenSpaceUIPass(RenderPassEvent.AfterRendering + k_AfterFinalBlitPassQueueOffset, false); // after m_FinalBlitPass

{

var postProcessParams = PostProcessParams.Create();

postProcessParams.blitMaterial = m_BlitMaterial;

postProcessParams.requestHDRFormat = GraphicsFormat.B10G11R11_UFloatPack32;

var asset = UniversalRenderPipeline.asset;

if (asset)

postProcessParams.requestHDRFormat = UniversalRenderPipeline.MakeRenderTextureGraphicsFormat(asset.supportsHDR, asset.hdrColorBufferPrecision, false);

m_PostProcessPasses = new PostProcessPasses(data.postProcessData, ref postProcessParams);

}

m_CapturePass = new CapturePass(RenderPassEvent.AfterRendering);

m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + k_FinalBlitPassQueueOffset, m_BlitMaterial, m_BlitHDRMaterial);

#if UNITY_EDITOR

m_FinalDepthCopyPass = new CopyDepthPass(RenderPassEvent.AfterRendering + 9, m_CopyDepthMaterial);

#endif

// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)

// Samples (MSAA) depend on camera and pipeline

m_ColorBufferSystem = new RenderTargetBufferSystem("_CameraColorAttachment");

最后最一些兼容操作,结束构造。完成URP基本管线的主体流程。

supportedRenderingFeatures = new RenderingFeatures();

if (this.renderingModeRequested == RenderingMode.Deferred)

{

// Deferred rendering does not support MSAA.

this.supportedRenderingFeatures.msaa = false;

// Avoid legacy platforms: use vulkan instead.

unsupportedGraphicsDeviceTypes = new GraphicsDeviceType[]

{

GraphicsDeviceType.OpenGLCore,

GraphicsDeviceType.OpenGLES2,

GraphicsDeviceType.OpenGLES3

};

}

LensFlareCommonSRP.mergeNeeded = 0;

LensFlareCommonSRP.maxLensFlareWithOcclusionTemporalSample = 1;

LensFlareCommonSRP.Initialize();

m_VulkanEnablePreTransform = GraphicsSettings.HasShaderDefine(BuiltinShaderDefine.UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION);

}

?核心渲染流程分解?

URP将渲染分为五个阶段,均在Render()方法中调度:

?阶段? ?URP实现细节?

?准备阶段? 收集场景渲染对象与光源数据,配置相机参数与目标纹理。

?几何阶段? 执行视锥剔除,生成GPU顶点数据;通过ScriptableRenderContext.DrawRenderers提交绘制命令。

?光照阶段? 采用简化PBR模型:计算实时光源贡献,支持烘焙光照混合;动态光源采用Tile-Based优化策略(Forward+路径时)。

?光栅化阶段? 执行深度预通道(Depth Prepass)减少过度绘制,结合GPU Instancing优化批次处理。

?后处理阶段? 在独立Pass中应用抗锯齿(FXAA/TAA)、Bloom等效果,支持自定义RendererFeature扩展。

?性能优化关键技术?

?SRP Batcher?:对相同Shader变体但不同材质的物体进行动态合批,显著降低SetPass Call。

?光照剔除优化?:按层级控制剔除距离(layerCullDistances),对静态物体预计算遮挡数据。

URP对SRP的扩展与简化?

?标准化功能封装?

内置轻量级PBR光照模型,取代HDRP的复杂物理模拟以提升跨平台性能。

集成?Shader Graph?可视化工具链,降低着色器开发门槛。(后期版本内置管线也可用ShaderGraph了)

?跨平台适配策略?

动态切换渲染精度(如移动端禁用实时阴影),通过QualitySettings分级配置。

资源包精简:剔除HDRP的高精度贴图与计算密集型特效,缩小运行时内存占用。

对URP的扩展

URP基本管线流程在UniversalRenderer的构造函数中已经定义完整。并且在其中每个阶段都给出了插入点。那么只需要在这些插入点用创建RendererFeature的方式插入自定义的Pass来影响和扩充基本的URP管线。

还有一种方式用RenderPipelineManager 提供的点位插入自定义Pass。

Logo

有“AI”的1024 = 2048,欢迎大家加入2048 AI社区

更多推荐