《Unity着色器圣经》1.0.7 | 渲染管线架构

目录索引

译文

在当前的Unity版本中,一共有三种类型的渲染管线,分别是内置渲染管线通用渲染管线(在早期版本中被称为轻量渲染管线)和高清渲染管线

所以,什么是渲染管线呢?要想回答这个问题,我们首先得理解“管线”这个概念。

管线(流水线)指的是通过执行一系列操作来完成一项更为重要的任务。那么渲染管线具体指的又是什么呢?让我们将它理解为一个模型(例如扩展名为 .fbx 的模型)要渲染到电脑屏幕上所必须经历的一个完整流程。这个流程就像“超级玛丽”中的管道,模型需要穿过它才能到达终点(电脑屏幕)。每种渲染管线都有自己的特点,我们使用的材质属性、光源、纹理以及着色器内部的所有功能都会影响屏幕上物体的效果。

渲染管线内究竟发生了什么事呢?为此,我们必须谈谈渲染管线的基本架构。Unity 将渲染管线的基本架构分为四个阶段:应用阶段、几何处理阶段、光栅化阶段和像素处理阶段。

请注意,这个架构相当于实时渲染引擎中渲染管道的基本模型。我们将在接下来的内容中介绍上述提到的四个阶段。

图片[1]-《Unity着色器圣经》1.0.7 | 渲染管线架构-软件开发学习笔记
Fig. 1.0.7a. 渲染管线的逻辑流程

原文对照

In current versions of Unity, there are three types of rendering pipeline: Built-in RPUniversal RP (called Lightweight in previous versions) and High Definition RP.

It is worth asking ourselves, what is a render pipeline, then? To answer this, the first thing we have to understand is the “pipeline” concept.

A pipeline is a series of stages that perform a more significant task operation. So what does rendering pipeline refer to? Let’s think of this concept as the complete process that a polygon object must take (e.g. object with extension .fbx) to be rendered onto our computer screen; it is like an object travelling through the Super Mario pipes until it reaches its final destination. So, each rendering pipeline has its characteristics, and depending on the type we are using: material properties, light sources, textures, and all the functions that are occurring internally within the shader, will affect the appearance and optimization of objects on the screen.

Now, how does this process happen? For this, we must talk about basic rendering pipeline architecture. Unity divides this architecture into four stages: application, geometry processing, rasterization, and pixel processing.

Please note that this corresponds to the basic model of a render pipeline for real-time rendering engines. Each of the mentioned stages has threads that we will define next.

图片[1]-《Unity着色器圣经》1.0.7 | 渲染管线架构-软件开发学习笔记
Fig. 1.0.7a. Logic Render Pipeline
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