一、SRP技术体系概述
1. 核心设计理念
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全托管渲染控制:通过C#脚本完全掌控渲染流程
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模块化架构:将渲染流程拆分为可组合的RenderPass
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GPU友好设计:支持CommandBuffer与Compute Shader混合编程
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2. 与传统管线对比
特性 | 内置管线 | SRP |
---|---|---|
流程控制 | 黑盒模式 | 全脚本可编程 |
渲染策略 | 固定前向/延迟 | 自由组合多Pass |
性能优化 | 有限批处理 | 深度控制资源生命周期 |
跨平台支持 | 自动适配 | 需手动实现变体 |
二、核心架构设计
1. 分层架构图
graph TBA[SRP Asset] -->|配置参数| B[RenderPipeline]B -->|调度| C[CameraRenderer]C -->|组织| D[RenderPass]D -->|执行| E[CommandBuffer]E -->|提交| F[GPU]
2. 核心组件职责
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SRP Asset:管线全局配置(质量等级、Shader变体等)
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RenderPipeline:主入口类,负责每帧调度
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CameraRenderer:单相机渲染流程控制器
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RenderPass:最小渲染单元(如阴影Pass、光照Pass)
三、基础管线实现
1. SRP Asset创建
[CreateAssetMenu(menuName = "Rendering/Custom RP")] public class CustomRenderPipelineAsset : RenderPipelineAsset {public bool useDynamicBatching = true;public bool useGPUInstancing = true;protected override RenderPipeline CreatePipeline() {return new CustomRenderPipeline(this);} }
2. 主渲染管线类
public class CustomRenderPipeline : RenderPipeline {private CameraRenderer renderer = new CameraRenderer();private bool useDynamicBatching;private bool useGPUInstancing;public CustomRenderPipeline(CustomRenderPipelineAsset asset) {useDynamicBatching = asset.useDynamicBatching;useGPUInstancing = asset.useGPUInstancing;}protected override void Render(ScriptableRenderContext context, Camera[] cameras) {foreach (var camera in cameras) {renderer.Render(context, camera, useDynamicBatching, useGPUInstancing);}} }
3. 相机渲染器
public class CameraRenderer {static ShaderTagId unlitShaderTagId = new ShaderTagId("SRPDefaultUnlit");public void Render(ScriptableRenderContext context, Camera camera,bool useDynamicBatching,bool useGPUInstancing) {// 设置相机矩阵context.SetupCameraProperties(camera);// 清除渲染目标var cmd = new CommandBuffer { name = camera.name };cmd.ClearRenderTarget(true, true, Color.clear);context.ExecuteCommandBuffer(cmd);cmd.Clear();// 物体排序与绘制var sortingSettings = new SortingSettings(camera) {criteria = SortingCriteria.CommonOpaque};var drawingSettings = new DrawingSettings(unlitShaderTagId, sortingSettings) {enableDynamicBatching = useDynamicBatching,enableInstancing = useGPUInstancing};// 执行绘制var filterSettings = new FilteringSettings(RenderQueueRange.opaque);context.DrawRenderers(cullingResults, ref drawingSettings, ref filterSettings);context.Submit();} }
四、高级渲染功能实现
1. 多Pass渲染架构
public class LightingPass : ScriptableRenderPass {public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {// 创建临时RTcmd.GetTemporaryRT(Shader.PropertyToID("_LightBuffer"),1024, 1024, 24, FilterMode.Bilinear);}public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {// 绘制光照几何体cmd.DrawMesh(lightMesh, matrix, lightMaterial);context.ExecuteCommandBuffer(cmd);}public override void FrameCleanup(CommandBuffer cmd) {// 释放临时RTcmd.ReleaseTemporaryRT(Shader.PropertyToID("_LightBuffer"));} }
2. 延迟渲染路径实现
G-Buffer生成Shader
struct GBufferOutput {float4 albedo : SV_Target0; // RGB:BaseColor, A:Smoothnessfloat4 normal : SV_Target1; // RGB:WorldNormal, A:Metallicfloat4 emission : SV_Target2; // RGB:Emission, A:Occlusion };GBufferOutput FragGBuffer(Varyings input) {GBufferOutput output;// 采样材质属性...output.albedo = float4(baseColor, smoothness);output.normal = float4(normalWS * 0.5 + 0.5, metallic);output.emission = float4(emission, occlusion);return output; }
光照计算Pass
public class DeferredLightingPass : ScriptableRenderPass {private Material lightingMat;public override void Execute(...) {// 设置G-Buffer纹理cmd.SetGlobalTexture("_AlbedoBuffer", albedoRT);cmd.SetGlobalTexture("_NormalBuffer", normalRT);// 全屏四边形绘制光照cmd.DrawProcedural(Matrix4x4.identity, lightingMat, 0,MeshTopology.Triangles, 3, 1);} }
五、性能优化技术
1. SRP Batcher优化
// Shader中声明PerObject数据 CBUFFER_START(UnityPerMaterial) float4 _BaseColor; float _Metallic; CBUFFER_END// C#端启用SRP Batcher GraphicsSettings.useScriptableRenderPipelineBatching = true;
2. GPU Driven Rendering
ComputeBuffer argsBuffer = new ComputeBuffer(5, sizeof(uint), ComputeBufferType.IndirectArguments );// 通过Compute Shader生成绘制参数 computeShader.Dispatch(kernel, groupCount, 1, 1);// 间接绘制 cmd.DrawMeshInstancedIndirect(mesh, 0, material, bounds, argsBuffer );
3. 多线程渲染支持
// 创建并行上下文 var renderThread = new RenderThread(); renderThread.Start();// 提交渲染任务 renderThread.Schedule(() => {context.SetupCameraProperties(camera);context.DrawRenderers(...);context.Submit(); });
六、实战案例:卡通渲染管线
1. 架构设计
功能模块 | 技术方案 |
---|---|
轮廓描边 | 法线扩展+深度检测 |
色阶着色 | 颜色量化+LUT映射 |
高光处理 | 各向异性高光模型 |
2. 关键Shader代码
// 轮廓Pass Pass {Cull FrontHLSLPROGRAMfloat _OutlineWidth;Varyings VertOutline(Varyings input) {float3 normal = input.normal * _OutlineWidth;input.positionOS += normal;return input;}ENDHLSL }// 色阶处理 float3 QuantizeColor(float3 color) {float levels = 3.0;return floor(color * levels) / levels; }
七、调试与优化工具
1. 帧调试器扩展
[MenuItem("Custom RP/Debug/Show Light Count")] static void ToggleLightCountDebug() {Shader.EnableKeyword("_DEBUG_LIGHT_COUNT"); }
2. 性能分析标记
using (new ProfilingScope(cmd, new ProfilingSampler("Lighting Pass"))) {// 光照计算代码... }
八、完整项目参考
Unlit渲染管线全流程详解
通过自定义渲染管线,开发者可突破Unity默认渲染的限制,实现从移动端到主机的全平台优化方案。核心在于:1) 合理设计RenderPass执行顺序;2) 利用CommandBuffer精细控制GPU资源;3) 结合Compute Shader实现GPU Driven架构。建议将常用渲染功能(如阴影、后处理)模块化封装,便于不同项目间复用。