跳转至

Unity 6.3 — 渲染 Module Reference

最后验证: 2026-02-13 Knowledge Gap: LLM 基于 Unity 2022 LTS 训练;Unity 6 有重大渲染变化


概述

Unity 6.3 LTS 使用 Scriptable Render Pipelines(SRP) 作为现代渲染架构:

  • URP(Universal Render Pipeline):跨平台、适合移动端(推荐)
  • HDRP(High Definition Render Pipeline):面向高端 PC/主机,照片级真实感
  • Built-in Pipeline:已弃用,新项目请避免使用

自 2022 LTS 以来的关键变化

RenderGraph API(Unity 6+)

自定义渲染 Pass 现在使用 RenderGraph 代替 CommandBuffer:

// ✅ Unity 6+ (RenderGraph)
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) {
    using var builder = renderGraph.AddRasterRenderPass<PassData>("MyPass", out var passData);
    builder.SetRenderFunc((PassData data, RasterGraphContext ctx) => {
        // Rendering commands
    });
}

// ❌ Old (CommandBuffer - still works but deprecated)
public override void Execute(ScriptableRenderContext context, ref RenderingData data) { }

GPU Resident Drawer(Unity 6+)

自动批处理以大幅减少绘制调用:

// Enable in URP Asset settings:
// Rendering > GPU Resident Drawer = Enabled
// Automatically batches thousands of objects with minimal CPU overhead

URP 快速参考

创建 URP 资源

  1. Assets > Create > Rendering > URP Asset (with Universal Renderer)
  2. 分配到 Project Settings > Graphics > Scriptable Render Pipeline Settings

URP 渲染器特性

添加自定义渲染 Pass:

using UnityEngine.Rendering.Universal;

public class OutlineRendererFeature : ScriptableRendererFeature {
    OutlineRenderPass pass;

    public override void Create() {
        pass = new OutlineRenderPass();
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data) {
        renderer.EnqueuePass(pass);
    }
}

材质与着色器

Shader Graph(可视化着色器编辑器)

Unity 6 Shader Graph 已可投入生产,适用于所有着色器类型:

// Create: Assets > Create > Shader Graph > URP > Lit Shader Graph
// No code needed, visual node-based editing

HLSL 自定义着色器(URP)

// URP Lit shader template
Shader "Custom/URPLit" {
    Properties {
        _BaseColor ("Base Color", Color) = (1,1,1,1)
    }
    SubShader {
        Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }

        Pass {
            Name "ForwardLit"
            Tags { "LightMode"="UniversalForward" }

            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, 0, 0, 1); // Red
            }
            ENDHLSL
        }
    }
}

光照

烘焙光照(Unity 6 Progressive Lightmapper)

// Mark objects as static: Inspector > Static > Contribute GI
// Bake: Window > Rendering > Lighting > Generate Lighting

实时光源(URP)

// Main Light (Directional): Auto-handled by URP
// Additional Lights: Limited by "Additional Lights" setting in URP Asset

// Check light count in shader:
int lightCount = GetAdditionalLightsCount();

后处理

Volume 系统(Unity 6+)

using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

// Add Volume component to GameObject
// Add Volume Profile asset
// Configure effects: Bloom, Color Grading, Depth of Field, etc.

// Script access:
Volume volume = GetComponent<Volume>();
if (volume.profile.TryGet<Bloom>(out var bloom)) {
    bloom.intensity.value = 2.5f;
}

性能

SRP Batcher(自动批处理)

// Enable: URP Asset > Advanced > SRP Batcher = Enabled
// Batches draws with same shader variant (minimal CPU overhead)

GPU 实例化

// Material: Enable "Enable GPU Instancing" checkbox
// Batches identical meshes (same material + mesh)

Graphics.RenderMeshInstanced(
    new RenderParams(material),
    mesh,
    0,
    matrices // NativeArray<Matrix4x4>
);

遮挡剔除

// Window > Rendering > Occlusion Culling
// Bake occlusion data for static geometry

Common Patterns

自定义相机渲染

// Get URP camera data
var cameraData = frameData.Get<UniversalCameraData>();
var camera = cameraData.camera;

// Access render targets
var colorTarget = cameraData.renderer.cameraColorTargetHandle;

屏幕空间效果

// Create ScriptableRendererFeature
// Inject pass at specific point: AfterRenderingOpaques, AfterRenderingTransparents, etc.

调试

Frame Debugger

  • Window > Analysis > Frame Debugger
  • 逐步执行绘制调用,检查状态

Rendering Debugger(Unity 6+)

  • Window > Analysis > Rendering Debugger
  • 实时查看 URP 设置、过度绘制和光照

来源

  • https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/index.html
  • https://docs.unity3d.com/6000.0/Documentation/Manual/render-pipelines.html

本页原文 Markdown:在 AtomGit 查看·内容源自开源项目 cl/Claude-Code-Game-Studios