第一次空框架上传(需要修改场景名字、删除状态)

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高铎 2025-09-05 11:29:10 +08:00
parent 24fbf1ec10
commit eb0a370cfc
6342 changed files with 1494922 additions and 0 deletions

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Assets/ArrowPanel.prefab Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(VolumeLightDrawer))]
public class RectangleDrawerEditor : Editor
{
private void OnSceneGUI()
{
VolumeLightDrawer drawer = (VolumeLightDrawer)target;
// 将中心点转换为世界坐标
Transform transform = drawer.transform;
EditorGUI.BeginChangeCheck();
Vector3 minPos = Handles.PositionHandle(drawer.BoundMinPos, Quaternion.identity);
Vector3 maxPos = Handles.PositionHandle(drawer.BoundMaxPos, Quaternion.identity);
Vector3 worldCenter = (minPos + maxPos) / 2;
Vector3 minPos2 = Vector3.Min(minPos, maxPos);
Vector3 maxPos2 = Vector3.Max(minPos, maxPos);
Vector3 Size = minPos2 - maxPos2;
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(drawer, "Move Rectangle Center");
drawer.BoundMinPos = minPos;
drawer.BoundMaxPos = maxPos;
drawer.transform.position = worldCenter;
}
else
{
//只要选中这个物体,之后所有的鼠标拖拽事件这里都可以监控到
if (Event.current.type == EventType.MouseDrag)
{
Undo.RecordObject(drawer, "Move drawer Center");
drawer.BoundMinPos = transform.position - Size/2; //minPos;
drawer.BoundMaxPos = transform.position + Size/2;//maxPos;
//如果加入下面的代码,这个鼠标拖拽事件就不会被引擎内的控件相应,也就拖不动物体自己的坐标轴了
//使用改方法使鼠标事件被自己创造的坐标控件截胡
// Event.current.Use();
}
}
// 绘制矩形线框
Handles.color = drawer.lineColor;
Handles.DrawWireCube(worldCenter,Size);
}
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class VolumeLight : ScriptableRendererFeature
{
[Range(0.001f,1)]public float space_sigma=1;
[Range(0.001f,1)]public float range_sigma =0.5f;
// public Vector3 BoundMin;
// public Vector3 BoundMax;
[Range(8,16)]public int Precision=10;
[Range(0,5)]public float Strength=2;
class CustomRenderPass : ScriptableRenderPass
{
public float space_sigma;
public float range_sigma ;
private Material mat;
//private RTHandle tempRT;
// private RTHandle tempRT1;
private readonly int temp = Shader.PropertyToID("temp");
private readonly int temp1 = Shader.PropertyToID("temp1");
private readonly int temp2 = Shader.PropertyToID("temp2");
public Vector3 BoundMin;
public Vector3 BoundMax;
[Range(1,3)]public int Precision;
public float Strength;
public CustomRenderPass()
{
if (mat == null)
{
mat = CoreUtils.CreateEngineMaterial("Unlit/volumeLight");
}
}
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in a performant manner.
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
//cmd.GetTemporaryRT(temp,renderingData.cameraData.cameraTargetDescriptor.width,renderingData.cameraData.cameraTargetDescriptor.height);
var dp = renderingData.cameraData.cameraTargetDescriptor;
dp.msaaSamples = 1;
dp.depthBufferBits = 0;
//RenderingUtils.ReAllocateIfNeeded(ref tempRT, dp); //RTHandles.Alloc(temp)
//RenderingUtils.ReAllocateIfNeeded(ref tempRT1, dp);
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get("volumeLight");
RenderTextureDescriptor rtDescriptor = renderingData.cameraData.cameraTargetDescriptor;
//后处理取消抗锯齿
rtDescriptor.msaaSamples = 1;
cmd.GetTemporaryRT(temp,rtDescriptor);
//rtDescriptor.width /= 2;
//rtDescriptor.height /= 2;
cmd.GetTemporaryRT(temp2,rtDescriptor);
cmd.GetTemporaryRT(temp1,rtDescriptor);
//cmd.SetGlobalVector("_BoundMin",BoundMin);
//cmd.SetGlobalVector("_BoundMax",BoundMax);
cmd.SetGlobalFloat("_J",Precision);
cmd.SetGlobalFloat("_Strength",Strength);
//光线步进
//cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,temp2);
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,temp1,mat,0);
//cmd.Blit(temp2,temp1,mat,0);
cmd.SetGlobalFloat("space_sigma",space_sigma);
cmd.SetGlobalFloat("range_sigma",range_sigma);
//双边过滤
cmd.Blit(temp1,temp2,mat,1);
//Blitter.BlitCameraTexture(cmd,tempRT,tempRT1,mat,1);
// 快速模糊
//Blitter.BlitCameraTexture(cmd,tempRT,tempRT1,mat,3);
cmd.Blit(temp2,temp1,mat,4);
cmd.Blit(temp1,temp2,mat,3);
//混合
cmd.SetGlobalTexture("_LightMar",temp2);
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,temp,mat,2);
//Blitter.BlitCameraTexture(cmd,renderingData.cameraData.renderer.cameraColorTargetHandle,tempRT1,mat,2);
cmd.Blit(temp,renderingData.cameraData.renderer.cameraColorTarget);
// Blitter.BlitCameraTexture(cmd,tempRT1,renderingData.cameraData.renderer.cameraColorTargetHandle);
cmd.ReleaseTemporaryRT(temp);
cmd.ReleaseTemporaryRT(temp1);
cmd.ReleaseTemporaryRT(temp2);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
// Cleanup any allocated resources that were created during the execution of this render pass.
public override void OnCameraCleanup(CommandBuffer cmd)
{
}
public void Destory()
{
CoreUtils.Destroy(mat);
}
}
CustomRenderPass m_ScriptablePass;
public RenderPassEvent renderPassEvent=RenderPassEvent.AfterRenderingPostProcessing;
/// <inheritdoc/>
public override void Create()
{
m_ScriptablePass = new CustomRenderPass();
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = renderPassEvent;
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
m_ScriptablePass.ConfigureInput(ScriptableRenderPassInput.Depth);
m_ScriptablePass.range_sigma = range_sigma;
m_ScriptablePass.space_sigma = space_sigma;
//m_ScriptablePass.BoundMax = BoundMax;
//m_ScriptablePass.BoundMin = BoundMin;
m_ScriptablePass.Precision = Precision;
m_ScriptablePass.Strength = Strength;
renderer.EnqueuePass(m_ScriptablePass);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
m_ScriptablePass.Destory();
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class VolumeLightDrawer : MonoBehaviour
{
public Vector3 BoundMinPos = new Vector3(0, 0, 0);
public Vector3 BoundMaxPos = new Vector3(1, 1, 1);
[HideInInspector]public Vector3 center = Vector3.zero;
[HideInInspector]public Vector3 size = new Vector3(2, 1, 0); // Z设为0表示2D矩形
public Color lineColor = Color.green;
private void Update()
{
Shader.SetGlobalVector("_BoundMin",BoundMinPos);
Shader.SetGlobalVector("_BoundMax",BoundMaxPos);
}
void OnDrawGizmos()
{
//Gizmos.color = lineColor;
//Gizmos.DrawWireCube(transform.position + center, size);
}
}

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Shader "Unlit/volumeLight"
{
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
HLSLINCLUDE
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //接受阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE //产生阴影
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _SHADOWS_SOFT //软阴影
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
//#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
TEXTURE2D( _MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D( _LightMar); SAMPLER(sampler_LightMar);
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
//步进次数
int _StepCount;
//最大步进距离
float _MaxStepDest;
static half dither[16] = {
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
float Remap(float x,float inMin,float inMax,float toMin,float toMax)
{
return (x-inMin)/(inMax-inMin)*(toMax-toMin)+toMin;
}
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv =v.uv; //TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float _Strength;
half4 fragBlend(Varyings i) : SV_Target
{
float4 color= SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv);
float4 light= SAMPLE_TEXTURE2D(_LightMar,sampler_LightMar, i.uv);
color=color*light*2*_Strength+color+light*0.1*_Strength;
return color;
}
float space_sigma;
float range_sigma ;
//高斯模糊->双边过滤
half4 fragBlur(Varyings input) : SV_Target
{
float weight_sum = 0;
float3 color_sum = 0;
float3 color_origin = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
float3 color = 0;
//float space_sigma=2;
//float range_sigma =5;
for(int i = -3; i < 3; i++){
for(int j = -3; j < 3; j++){
//空域高斯-uv加权
float2 varible = input.uv + float2(i * _MainTex_TexelSize.x, j * _MainTex_TexelSize.y)*3;
float space_factor = i * i + j * j;
space_factor = (-space_factor) / (2 * space_sigma* space_sigma);
float space_weight = 1/(space_sigma * space_sigma * 2 * PI) * exp(space_factor);
//值域高斯-颜色加权
float3 color_neighbor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, varible);
float3 color_distance = (color_neighbor - color_origin);
float value_factor = color_distance.r * color_distance.r ;
value_factor = (-value_factor) / (2 * range_sigma * range_sigma);
float value_weight = (1 / (2 * PI * range_sigma)) * exp(value_factor);
weight_sum += space_weight * value_weight;
color_sum += color_neighbor * space_weight * value_weight;
}
}
color=lerp(color,color_sum / weight_sum,step(0,weight_sum));
return float4(color,1);
}
half4 fragBlurFast(Varyings i) : SV_Target
{
float2 size=_MainTex_TexelSize.xy*1;
float4 result=(SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(1,1)*size)+
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(-1,-1)*size)+
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(-1,1)*size)+
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(1,-1)*size));
return result*0.25;
}
half4 fragBlurFast2(Varyings i) : SV_Target
{
float2 size=_MainTex_TexelSize.xy*1;
float4 result=(SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(0,1)*size)+
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(0,-1)*size)+
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(-1,0)*size)+
SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv+int2(1,0)*size));
return result*0.25;
}
float Getshadow(float3 posWorld)
{
float4 shadowCoord = TransformWorldToShadowCoord(posWorld);
float shadow = MainLightRealtimeShadow(shadowCoord);
return shadow;
}
//AABB包围盒,一个射线可以得到打到以某一点为中心的xyz平面上的新射线点
float2 rayBoxDst(float3 boundsMin,float3 boundsMax,float3 rayOrigin ,float3 rayDir)
{
//t是分正负方向的
float3 t0 = (boundsMin - rayOrigin) / rayDir;
float3 t1 = (boundsMax - rayOrigin) / rayDir;
float3 tmin = min(t0, t1);
float3 tmax = max(t0, t1);
//左右上下的面因取最小值得到的都是负值,必然取到正面的值
float dstA = max(max(tmin.x, tmin.y), tmin.z);
float dstB = min(tmax.x, min(tmax.y, tmax.z));
float dstToBox = max(0, dstA);
float dstInsideBox = max(0, dstB - dstToBox);
//返回摄像机到包围盒的距离,穿过包围盒内部的距离
return float2(dstToBox, dstInsideBox);
}
float RandomRange(float2 Seed, float Min, float Max)
{
float randomno = frac(sin(dot(Seed, float2(12.9898, 78.233)))*43758.5453);
float Out = lerp(Min, Max, randomno);
return Out;
}
float3 _BoundMin;
float3 _BoundMax;
float _J;
half4 frag (Varyings i) : SV_Target
{
_J=24;
float depth=SampleSceneDepth(i.uv);
float3 wpos=ComputeWorldSpacePosition(i.uv, depth,UNITY_MATRIX_I_VP);
//世界空间下从当前点指向摄像机的方向
float3 dir= normalize(_WorldSpaceCameraPos-wpos);
float l1=length(_WorldSpaceCameraPos-wpos);
float2 result=rayBoxDst(_BoundMin,_BoundMax,_WorldSpaceCameraPos.xyz,-dir);
float dstToBox=result.x;
float dstInSideBox=result.y;
//主要dir的方向不然得到的点是错的
float3 startPos=_WorldSpaceCameraPos.xyz-dir*dstToBox-dir*dstInSideBox;
//float3 endPos=_WorldSpaceCameraPos.xyz-dir*dstToBox.x;
float l2=dstToBox+dstInSideBox;
uint index = (uint(i.uv.x*_ScreenSize.x) % 4) * 4 + uint(i.uv.y*_ScreenSize.y) % 4;
float jitter =Remap( dither[index],0,1,0.5,1);//*RandomRange(i.uv,0.96,1.04)
//在AABB包围盒中就使用固定间隔步进,按固定次数步进(视觉效果比按固定距离步进性能更好)
float d=0;
float3 currpos=0;
int Count=24;
if(l1>l2)
{
d=dstInSideBox/_J*RandomRange(i.uv,0.97,1.03);//*RandomRange(i.uv,0.96,1.04);
Count=dstInSideBox/d;
currpos=startPos;
}
else
{
float l=l1-dstToBox;
d=l/_J*RandomRange(i.uv,0.97,1.03);//*RandomRange(i.uv,0.96,1.04);
Count=l/d;
currpos=wpos;
}
//穿过AABB包围盒的距离为0时说明光线没有穿过体积光区域不需要进行后续计算
if( dstToBox>l1 || dstInSideBox==0) return 0;
float total=0;
UNITY_LOOP
for(int j=0;j<Count;j++)
{
//if(length(currpos-_WorldSpaceCameraPos)<0.01 || total>1) break;
float shadow=Getshadow(currpos);
total+=shadow*1/Count;
//添加抖动
uint index = (uint(i.uv.x*_ScreenSize.x) % 4) * 4 + uint(i.uv.y*_ScreenSize.y) % 4;
float jitter = Remap( dither[index],0,1,0.5,1);//dither[index];
currpos+=dir*d;//*jitter;
}
//total=saturate(total)*pow(min(dstInSideBox*0.3,2),1);
total=(total/5*Count*d);
total=min(total,4);
return total.xxxx;
}
ENDHLSL
//光线步进
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDHLSL
}
//高斯模糊-双边过滤
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment fragBlur
ENDHLSL
}
//合并
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment fragBlend
ENDHLSL
}
//快速模糊
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment fragBlurFast
ENDHLSL
}
//快速模糊
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment fragBlurFast2
ENDHLSL
}
}
}

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8
Assets/Art/Shader.meta Normal file
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Shader "Unlit URP Shader/blitshader"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" }
LOD 100
Pass
{
Cull Off
//ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha//,One One
//BlendOp Add,Max
Name "Unlit"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float fogCoord : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _MainTex_ST;
float _AlphaLimit;
CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
return float4(baseMap.rgb,_BaseColor.a*saturate(baseMap.a));
}
ENDHLSL
}
}
}

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// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWTexture2D<float4> Result;
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
// TODO: insert actual code here!
Result[id.xy] = 0;
}

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// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWTexture2D<float4> Result;
//RWStructuredBuffer<float3> Color;
RWStructuredBuffer<int> Full;
int limit;
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
if(max(max(Result[id.xy].r,Result[id.xy].g),Result[id.xy].b)>0.01)
{
InterlockedAdd(Full[0],1);
}
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Shader "Unlit URP Shader"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Overlay" }
LOD 100
Pass
{
Lighting Off
Cull Off
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha,SrcAlpha One
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float _PaintHardness;
float4 _MainTex_ST;
CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
Varyings vert(Attributes v)
{
Varyings o = (Varyings)0;
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 baseMap = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
baseMap.rgba*=_BaseColor;
return float4(baseMap.rgb,saturate(baseMap.a*_PaintHardness));
}
ENDHLSL
}
}
}

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