Unity3D学习笔记7——GPU实例化(2)

1. 概述

在上一篇文章《Unity3D学习笔记6——GPU实例化(1)》详细介绍了Unity3d中GPU实例化的实现,并且给出了详细代码。不过其着色器实现是简单的顶点+片元着色器实现的。Unity提供的很多着色器是表面着色器,通过表面着色器,也是可以实现GPU实例化的。

2. 详论

2.1. 实现

首先,我们还是挂接与上篇文章一样的脚本:

using UnityEngine;  [ExecuteInEditMode] public class Note7Main : MonoBehaviour {     public Mesh mesh;     public Material material;          int instanceCount = 200;     Bounds instanceBounds;      ComputeBuffer bufferWithArgs = null;     ComputeBuffer instanceParamBufferData = null;          // Start is called before the first frame update     void Start()     {         instanceBounds = new Bounds(new Vector3(0, 0, 0), new Vector3(100, 100, 100));          uint[] args = new uint[5] { 0, 0, 0, 0, 0 };         bufferWithArgs = new ComputeBuffer(1, args.Length * sizeof(uint), ComputeBufferType.IndirectArguments);         int subMeshIndex = 0;         args[0] = mesh.GetIndexCount(subMeshIndex);         args[1] = (uint)instanceCount;         args[2] = mesh.GetIndexStart(subMeshIndex);         args[3] = mesh.GetBaseVertex(subMeshIndex);         bufferWithArgs.SetData(args);          InstanceParam[] instanceParam = new InstanceParam[instanceCount];          for (int i = 0; i < instanceCount; i++)         {             Vector3 position = Random.insideUnitSphere * 5;             Quaternion q = Quaternion.Euler(Random.Range(0.0f, 90.0f), Random.Range(0.0f, 90.0f), Random.Range(0.0f, 90.0f));             float s = Random.value;             Vector3 scale = new Vector3(s, s, s);              instanceParam[i].instanceToObjectMatrix = Matrix4x4.TRS(position, q, scale);             instanceParam[i].color = Random.ColorHSV();         }          int stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(InstanceParam));         instanceParamBufferData = new ComputeBuffer(instanceCount, stride);         instanceParamBufferData.SetData(instanceParam);         material.SetBuffer("dataBuffer", instanceParamBufferData);         material.SetMatrix("ObjectToWorld", Matrix4x4.identity);     }      // Update is called once per frame     void Update()     {         if (bufferWithArgs != null)         {             Graphics.DrawMeshInstancedIndirect(mesh, 0, material, instanceBounds, bufferWithArgs, 0);         }     }      private void OnDestroy()     {         if (bufferWithArgs != null)         {             bufferWithArgs.Release();         }          if (instanceParamBufferData != null)         {             instanceParamBufferData.Release();         }     } }  

不过,脚本的材质设置需要使用我们新的材质:

Unity3D学习笔记7——GPU实例化(2)

这个材质可以通过使用Standard Surface Shader作为我们修改的模板:

Unity3D学习笔记7——GPU实例化(2)

修改后的着色器代码如下:

Shader "Custom/SimpleSurfaceIntanceShader" {     Properties     {         _Color ("Color", Color) = (1,1,1,1)         _MainTex ("Albedo (RGB)", 2D) = "white" {}         _Glossiness ("Smoothness", Range(0,1)) = 0.5         _Metallic ("Metallic", Range(0,1)) = 0.0     }     SubShader     {         Tags { "RenderType"="Opaque" }         LOD 200          CGPROGRAM         // Physically based Standard lighting model, and enable shadows on all light types         #pragma surface surf Standard fullforwardshadows 		#pragma target 4.5 		#pragma multi_compile_instancing         #pragma instancing_options procedural:setup               		struct InstanceParam 		{			 			float4 color; 			float4x4 instanceToObjectMatrix; 		};  	#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED         StructuredBuffer<InstanceParam> dataBuffer;     #endif  		float4x4 ObjectToWorld; 	         sampler2D _MainTex;          struct Input         {             float2 uv_MainTex;         };          half _Glossiness;         half _Metallic;         fixed4 _Color;  		void setup()         {         #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED             InstanceParam data = dataBuffer[unity_InstanceID];             unity_ObjectToWorld = mul(ObjectToWorld, data.instanceToObjectMatrix);                 #endif         }          void surf (Input IN, inout SurfaceOutputStandard o)         {             // Albedo comes from a texture tinted by color             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;		             o.Albedo = c.rgb;             // Metallic and smoothness come from slider variables             o.Metallic = _Metallic;             o.Smoothness = _Glossiness;             o.Alpha = c.a;         }         ENDCG     }     FallBack "Diffuse" } 

最后的显示效果如下:
Unity3D学习笔记7——GPU实例化(2)

2.2. 解析

对比修改之前的着色器代码:

  1. #pragma multi_compile_instancing的意思是给这个着色器增加了实例化的变体,也就是增加了诸如INSTANCING_ON PROCEDURAL_ON这样的关键字,可以编译实例化的着色器版本。
  2. #pragma instancing_options procedural:setup是搭配Graphics.DrawMeshInstancedIndirect 使用的,在顶点着色器阶段开始时,Unity会调用冒号后指定的setup()函数。
  3. setup()函数的意思是通过实例化Id也就是unity_InstanceID,找到正确的实例化数据,并且调整Unity的内置变量unity_ObjectToWorld——也就是模型矩阵。正如上一篇文章所言,GPU实例化的关键就在于模型矩阵的重新计算。在Unity API官方示例中,还修改了其逆矩阵unity_WorldToObject。

3. 参考

  1. 《Unity3D学习笔记6——GPU实例化(1)》
  2. Graphics.DrawMeshInstancedIndirect
  3. Declaring and using shader keywords in HLSL
  4. Creating shaders that support GPU instancing

具体实现代码

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