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Unity 6 URP 描边:无伪影的 Render Graph

本文描述了在 Unity 6 URP 中使用 Render Graph 实现描边效果。通过膨胀解决角落断裂问题,并确保在不同分辨率下厚度恒定。完整的着色器和 C# ScriptableRendererFeature 代码。

Unity 6:URP 中完美的描边,无角落断裂
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Unity 6 URP 描边效果:渲染图实现与角落瑕疵修复

在 Unity 6 的 URP 17+ 版本中,后处理效果需要完全重构以适配 Render Graph。Execute 方法已被弃用,fullscreenMeshBlitter 取代。传统的通过 ScriptableRendererFeature 实现的描边效果因渲染架构变更而失效。

经典的双通道描边方案:先生成目标物体的白色轮廓遮罩,再进行全屏边缘检测绘制描边。我们解决了关键问题:

  • 模型尖锐角落处的描边断裂。
  • 描边粗细随屏幕分辨率变化。

轮廓遮罩着色器

第一通道生成纹理,为目标物体填充白色。不涉及光照、阴影或贴图,仅纯几何体。

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创建 Silhouette.shader

Shader "Hidden/OutlineSilhouette"
{
    SubShader
    {
        Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
        Pass
        {
            ZWrite On
            ZTest LEqual
            Cull Back

            HLSLPROGRAM
            #pragma vertex Vert
            #pragma fragment Frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct Attributes {
                float4 positionOS : POSITION;
            };

            struct Varyings {
                float4 positionCS : SV_POSITION;
            };

            Varyings Vert(Attributes input) {
                Varyings output;
                output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
                return output;
            }

            half4 Frag(Varyings input) : SV_Target {
                return half4(1, 1, 1, 1);
            }
            ENDHLSL
        }
    }
}

描边着色器:膨胀算法与分辨率无关性

第二通道分析遮罩。仅检查 4 个邻居会在角落处断裂。我们采用膨胀算法:采样 8 个邻居(4 个正交 + 4 个对角),扩展遮罩后减去原始值。

粗细与参考分辨率(1080p)绑定,通过 scaleFactor = _ScreenParams.y / 1080 缩放。

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HardOutline.shader

Shader "Custom/HardOutline"
{
    Properties
    {
        _OutlineColor ("描边颜色", Color) = (1, 0, 0, 1)
        _Thickness ("描边粗细", Range(1, 10)) = 1.0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
        Pass
        {
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off ZTest Always Cull Off

            HLSLPROGRAM
            #pragma vertex Vert 
            #pragma fragment Frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"

            TEXTURE2D_X(_OutlineRenderTexture);
            SAMPLER(sampler_OutlineRenderTexture);

            float4 _OutlineColor;
            float _Thickness;

            half4 Frag(Varyings input) : SV_Target {
                float2 uv = input.texcoord;

                half centerAlpha = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv).a;

                float2 texelSize = float2(1.0 / _ScreenParams.x, 1.0 / _ScreenParams.y);
                float referenceHeight = 1080.0;
                float scaleFactor = _ScreenParams.y / referenceHeight;
                float scaledThickness = _Thickness * scaleFactor;
                float2 offset = texelSize * scaledThickness;

                half up = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(0, offset.y)).a;
                half down = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(0, -offset.y)).a;
                half left = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(-offset.x, 0)).a;
                half right = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(offset.x, 0)).a;

                half topLeft = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(-offset.x, offset.y)).a;
                half topRight = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(offset.x, offset.y)).a;
                half bottomLeft = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(-offset.x, -offset.y)).a;
                half bottomRight = SAMPLE_TEXTURE2D_X(_OutlineRenderTexture, sampler_OutlineRenderTexture, uv + float2(offset.x, -offset.y)).a;

                half maxNeighbors = max(max(up, down), max(left, right));
                half maxDiagonals = max(max(topLeft, topRight), max(bottomLeft, bottomRight));
                half dilated = max(centerAlpha, max(maxNeighbors, maxDiagonals));

                half edge = saturate(dilated - centerAlpha);

                return half4(_OutlineColor.rgb, edge * _OutlineColor.a);
            }
            ENDHLSL
        }
    }
}

渲染图集成:C# 实现

OutlineFeature 使用 RecordRenderGraphTextureDesc 取代 GetTemporaryRTBlitter.BlitTexture 处理全屏渲染。

关键变更:

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  • CreateTexture(texDesc) 创建 _OutlineRenderTexture
  • AddRasterRenderPass<PassData> 配合 SetRenderAttachment
  • CreateRendererList 实现 LayerMask 过滤。
  • SetGlobalTextureAfterPass 传递给着色器。

完整 OutlineFeature.cs 脚本:

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Experimental.Rendering;

public class OutlineFeature : ScriptableRendererFeature
{
    [Serializable]
    public class OutlineSettings
    {
        public LayerMask LayerMask;
        public Material SilhouetteMaterial;
        public Material OutlineMaterial;
    }

    public OutlineSettings settings = new OutlineSettings();

    class RenderSilhouettePass : ScriptableRenderPass
    {
        private Material silhouetteMaterial;
        private FilteringSettings filteringSettings;
        private static readonly int SilhouetteTextureID = Shader.PropertyToID("_OutlineRenderTexture");

        public RenderSilhouettePass(LayerMask layerMask, Material mat)
        {
            silhouetteMaterial = mat;
            filteringSettings = new FilteringSettings(RenderQueueRange.opaque, layerMask);
        }

        private class PassData
        {
            public RendererListHandle rendererList;
        }

        public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
        {
            if (silhouetteMaterial == null) return;

            UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
            UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
            UniversalLightData lightData = frameData.Get<UniversalLightData>();

            TextureDesc texDesc = new TextureDesc(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height)
            {
                colorFormat = GraphicsFormat.R8G8B8A8_UNorm,
                clearBuffer = true,
                clearColor = Color.clear,
                name = "_OutlineRenderTexture"
            };
            TextureHandle silhouetteTexture = renderGraph.CreateTexture(texDesc);

            using (var builder = renderGraph.AddRasterRenderPass<PassData>("Render Silhouette", out var passData))
            {
                var sortingCriteria = cameraData.defaultOpaqueSortFlags;
                var drawingSettings = CreateDrawingSettings(new ShaderTagId("UniversalForward"), renderingData, cameraData, lightData, sortingCriteria);
                drawingSettings.overrideMaterial = silhouetteMaterial;

                RendererListParams listParams = new RendererListParams(renderingData.cullResults, drawingSettings, filteringSettings);
                passData.rendererList = renderGraph.CreateRendererList(listParams);
                builder.UseRendererList(passData.rendererList);

                builder.SetRenderAttachment(silhouetteTexture, 0, AccessFlags.Write);
                builder.AllowPassCulling(false);

                builder.SetGlobalTextureAfterPass(silhouetteTexture, SilhouetteTextureID);

                builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
                {
                    context.cmd.DrawRendererList(data.rendererList);
                });
            }
        }
    }

    class DrawOutlinePass : ScriptableRenderPass
    {
        private Material outlineMaterial;

        public DrawOutlinePass(Material mat)
        {
            outlineMaterial = mat;
            requiresIntermediateTexture = true; 
        }

        private class PassData
        {
            public Material material;
        }

        public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
        {
            if (outlineMaterial == null) return;

            UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
            TextureHandle activeColorTexture = resourceData.activeColorTexture;

            using (var builder = renderGraph.AddRasterRenderPass<PassData>("Draw Outline", out var passData))
            {
                passData.material = outlineMaterial;

                builder.SetRenderAttachment(activeColorTexture, 0);
                builder.AllowPassCulling(false);

                builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
                {
                    Blitter.BlitTexture(context.cmd, new Vector2(1, 1), data.material, 0);
                });
            }
        }
    }

    private RenderSilhouettePass silhouettePass;
    private DrawOutlinePass outlinePass;

    public override void Create()
    {
        silhouettePass = new RenderSilhouettePass(settings.LayerMask, settings.SilhouetteMaterial)
        {
            renderPassEvent = RenderPassEvent.AfterRenderingOpaques
        };

        outlinePass = new DrawOutlinePass(settings.OutlineMaterial)
        {
            renderPassEvent = RenderPassEvent.AfterRenderingSkybox
        };
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        if (settings.SilhouetteMaterial != null && settings.OutlineMaterial != null)
        {
            renderer.EnqueuePass(silhouettePass);
            renderer.EnqueuePass(outlinePass);
        }
    }
}

编辑器设置

  • OutlineFeature 添加到 URP Renderer Data。
  • 分配 SilhouetteMaterialOutlineMaterial
  • 为需要描边的物体设置 LayerMask
  • HardOutline 材质检查器中调整 _Thickness_OutlineColor

核心要点

  • 膨胀算法修复角落断裂:8 个邻居采样取代 4 个,确保尖角处边缘平滑。
  • 分辨率无关:基于 1080p 参考缩放,描边粗细始终一致。
  • 渲染图优化TextureDesc 自动管理内存,优于 RT 句柄。
  • 性能优秀:双通道无模糊,完美适配移动端与 4K。
  • 兼容性:仅限 URP 17+ 与 Unity 6。

— Editorial Team

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