企业级企业客户管理系统管理系统源码|SpringBoot+Vue+MyBatis架构+MySQL数据库【完整版】
2026/1/8 1:53:15
使用Mesh Renderer渲染图集图片,并保证图片不变形效果(采用GPU Instancing优化合批)
创建一个Quad物体,材质Shader如下,将图集图片通过SpriteAtlas加载出来得到Sprite对象进行后面的传参操作即可进行渲染出图集图片。
Texture2D texture = sprite.texture; m_QuadSpriteRenderer.sharedMaterial = mat; //皮肤共享材质 m_QuadSpriteRenderer.sharedMaterial.SetTexture("_Tex", texture); //非instanced贴图设置 MaterialPropertyBlock mpb = new MaterialPropertyBlock(); //最好静态统一一个对象 m_QuadSpriteRenderer.GetPropertyBlock(mpb); Vector4 rectUV = DataUtility.GetOuterUV(sprite); mpb.SetVector("atlasSpriteRectUV", rectUV); //实例instanced数据设置 m_QuadSpriteRenderer.SetPropertyBlock(mpb); Vector2 size = new Vector2(texture.width, texture.height); float width = rectUV.z - rectUV.x; //width=小图片宽度/大图片宽度 float height = rectUV.w - rectUV.y; //height=小图片高度/大图片高度 float scaleX = size.x * width / 128f; //小图片宽度比例缩小值=大图片宽度*width/128f (128是小图片资源本身的宽度) float scaleY = size.y * height / 128f;//小图片高度比例缩小值=大图片高度*height/128f(128是小图片资源本身的高度) m_QuadSpriteRenderer.transform.localScale = new Vector3(scaleX, scaleY, 1); //为什么是有这个缩小值是因为小图片放到图集里后,小图片的透明部分会裁剪掉,导致小图片实际会缩小, //所以要进行计算出这个缩小值才能还原出正确的图片显示,不然可能小图片会变形。Shader "Custom/QuadSprite" { Properties { _Tex("Tex", 2D) = "white"{} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Pass { Tags { "LightMode" = "ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; UNITY_INSTANCING_BUFFER_START(Props) //Props是BUFFER块名称访问时使用到 //属性块里的属性全部类似写到这里 UNITY_DEFINE_INSTANCED_PROP(float4, atlasSpriteRectUV) UNITY_INSTANCING_BUFFER_END(Props) sampler2D _Tex; float4 _Tex_ST; inline float2 NormalizeAtlasSpriteUV(float2 uv) { float4 data = UNITY_ACCESS_INSTANCED_PROP(Props, atlasSpriteRectUV); float width = data.z - data.x; float height = data.w - data.y; return float2((uv.x - data.x) / width, (uv.y - data.y) / height); } inline float2 ReverseNormalizeAtlasSpriteUV(float2 uv) { float4 data = UNITY_ACCESS_INSTANCED_PROP(Props, atlasSpriteRectUV); float2 r = uv; r.x = data.x + (data.z - data.x) * r.x; r.y = data.y + (data.w - data.y) * r.y; return r; } v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _Tex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); i.uv.xy = ReverseNormalizeAtlasSpriteUV(i.uv.xy); fixed4 col = tex2D(_Tex, i.uv); i.uv.xy = NormalizeAtlasSpriteUV(i.uv.xy); return col; } ENDCG } } }