rparams | Unity 用于渲染图元的参数。 |
topology | 图元拓扑结构(例如,三角形或线条)。 |
indexBuffer | 渲染图元的索引缓冲区。 |
commandBuffer | 提供渲染命令参数的命令缓冲区(请参阅 IndirectDrawIndexedArgs)。 |
commandCount | 在 commandBuffer 中执行的渲染命令数量。 |
startCommand | 在 commandBuffer 中执行的第一个命令。 |
使用 GPU 实例化和来自 commandBuffer
的渲染命令参数,通过自定义着色器渲染索引图元。
此函数允许您从 GPU 控制渲染命令参数,以渲染给定数量的索引图元和实例。使用 RenderParams.worldBounds
定义边界,以剔除和对使用此方法作为单个实体渲染的几何体进行排序。
此函数仅在支持 计算着色器 的平台上有效。
在着色器的传递部分添加以下行,以访问 UnityIndirect.cginc 中指定的命令、实例和顶点 ID:A: RenderMeshIndirect。
#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs #include "UnityIndirect.cginc"
在着色器函数开头添加以下行,以设置 ID 访问函数
InitIndirectDrawArgs(0); // pass SV_DrawID semantic value here for multi-draw support
以下示例执行两个间接渲染命令。每个渲染命令都渲染 10 个网格实例。关联的材质必须使用以下自定义着色器。
using UnityEngine;
public class ExampleClass : MonoBehaviour { public Material material; public Mesh mesh;
GraphicsBuffer meshTriangles; GraphicsBuffer meshPositions; GraphicsBuffer commandBuf; GraphicsBuffer.IndirectDrawIndexedArgs[] commandData; const int commandCount = 2;
void Start() { // note: remember to check "Read/Write" on the mesh asset to get access to the geometry data meshTriangles = new GraphicsBuffer(GraphicsBuffer.Target.Structured, mesh.triangles.Length, sizeof(int)); meshTriangles.SetData(mesh.triangles); meshPositions = new GraphicsBuffer(GraphicsBuffer.Target.Structured, mesh.vertices.Length, 3 * sizeof(float)); meshPositions.SetData(mesh.vertices); commandBuf = new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments, commandCount, GraphicsBuffer.IndirectDrawIndexedArgs.size); commandData = new GraphicsBuffer.IndirectDrawIndexedArgs[commandCount]; }
void OnDestroy() { meshTriangles?.Dispose(); meshTriangles = null; meshPositions?.Dispose(); meshPositions = null; commandBuf?.Dispose(); commandBuf = null; }
void Update() { RenderParams rp = new RenderParams(material); rp.worldBounds = new Bounds(Vector3.zero, 10000*Vector3.one); // use tighter bounds rp.matProps = new MaterialPropertyBlock(); rp.matProps.SetBuffer("_Triangles", meshTriangles); rp.matProps.SetBuffer("_Positions", meshPositions); rp.matProps.SetMatrix("_ObjectToWorld", Matrix4x4.Translate(new Vector3(-4.5f, 0, 0))); commandData[0].indexCountPerInstance = mesh.GetIndexCount(0); commandData[0].baseVertexIndex = mesh.GetBaseVertex(0); commandData[0].startIndex = mesh.GetIndexStart(0); commandData[0].instanceCount = 10; commandData[1].indexCountPerInstance = mesh.GetIndexCount(0); commandData[1].baseVertexIndex = mesh.GetBaseVertex(0); commandData[1].startIndex = mesh.GetIndexStart(0); commandData[1].instanceCount = 10; commandBuf.SetData(commandData); Graphics.RenderPrimitivesIndexedIndirect(rp, MeshTopology.Triangles, meshTriangles, commandBuf, commandCount); } }
将以下示例着色器与上面的 C# 示例代码一起使用
Shader "ExampleShader" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
#include "UnityCG.cginc" #define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs #include "UnityIndirect.cginc"
struct v2f { float4 pos : SV_POSITION; float4 color : COLOR0; };
StructuredBuffer<float3> _Positions; uniform float4x4 _ObjectToWorld;
v2f vert(uint svVertexID: SV_VertexID, uint svInstanceID : SV_InstanceID) { InitIndirectDrawArgs(0); v2f o; uint cmdID = GetCommandID(0); uint instanceID = GetIndirectInstanceID(svInstanceID); float3 pos = _Positions[GetIndirectVertexID(svVertexID)]; float4 wpos = mul(_ObjectToWorld, float4(pos + float3(instanceID, cmdID, 0.0f), 1.0f)); o.pos = mul(UNITY_MATRIX_VP, wpos); o.color = float4(cmdID & 1 ? 0.0f : 1.0f, cmdID & 1 ? 1.0f : 0.0f, instanceID / float(GetIndirectInstanceCount()), 0.0f); return o; }
float4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }