自定义渲染通道是一种更改通用 渲染管线一系列操作,将场景内容渲染到屏幕上。Unity 允许您选择预制的渲染管线,或编写自己的渲染管线。 更多信息
参见 术语表 (URP) 渲染 场景场景包含游戏环境和菜单。可以将每个唯一的场景文件视为一个独特的关卡。在每个场景中,您可以放置环境、障碍物和装饰物,本质上是逐块设计和构建您的游戏。 更多信息
参见 术语表 或场景中的对象的方式。自定义渲染通道包含您自己的渲染代码,您可以将其插入渲染管线的注入点。
要添加自定义渲染通道,请完成以下任务
RenderPipelineManager
API 将自定义渲染通道添加到 URP 的帧渲染循环中。要创建自定义渲染通道的代码,请编写一个继承 ScriptableRenderPass
的类。在该类中,使用 渲染图 API 告诉 Unity 使用哪些纹理和渲染目标,以及对它们执行哪些操作。
有关详细信息,请参阅 可脚本化渲染通道。
要将自定义渲染通道添加到 URP 的帧渲染循环中,请编写一个继承 ScriptableRendererFeature
的类。
可脚本化渲染器功能执行以下操作
有关详细信息,请参阅 使用可脚本化渲染器功能注入通道。
要将自定义渲染通道添加到 URP 的帧渲染循环中,您还可以将方法订阅到 RenderPipelineManager 类中的某个事件。
有关详细信息,请参阅 通过脚本注入渲染通道。
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