在UE4引擎中,已经实现了GPU的粒子系统,可以快速计算数百万的粒子及其碰撞。在Unity中,可以简单的使用Compute Shader,来尝试实现GPU粒子的效果。
实现一个简单的立方体粒子效果,图片压缩的很厉害……粒子数量在6w+
第一步,我们实现一个脚本,挂在在摄像机组件上,这个脚本我们用来控制粒子的渲染。
1 using System.Collections; 2 using System.Collections.Generic; 3 using UnityEngine; 4 5 public class CBufferTest : MonoBehaviour { 6 public Shader shader; 7 public ComputeShader computeShader; 8 9 private ComputeBuffer offsetBuffer; 10 private ComputeBuffer outputBuffer; 11 private ComputeBuffer constantBuffer; 12 private ComputeBuffer colorBuffer; 13 private int _kernel; 14 private Material material; 15 16 public const int VertCount = 65536; //64*64*4*4 (Groups*ThreadsPerGroup) 17 18 //We initialize the buffers and the material used to draw. 19 void Start() 20 { 21 CreateBuffers(); 22 CreateMaterial(); 23 _kernel = computeShader.FindKernel("CSMain"); 24 } 25 26 //When this GameObject is disabled we must release the buffers or else Unity complains. 27 private void OnDisable() 28 { 29 ReleaseBuffer(); 30 } 31 32 //After all rendering is complete we dispatch the compute shader and then set the material before drawing with DrawProcedural 33 //this just draws the "mesh" as a set of points 34 void OnPostRender() 35 { 36 Dispatch(); 37 38 material.SetPass(0); 39 material.SetBuffer("buf_Points", outputBuffer); 40 material.SetBuffer("buf_Colors", colorBuffer); 41 Graphics.DrawProcedural(MeshTopology.Points, VertCount); 42 } 43 44 //To setup a ComputeBuffer we pass in the array length, as well as the size in bytes of a single element. 45 //We fill the offset buffer with random numbers between 0 and 2*PI. 46 void CreateBuffers() 47 { 48 offsetBuffer = new ComputeBuffer(VertCount, 4); //Contains a single float value (OffsetStruct) 49 50 float[] values = new float[VertCount]; 51 for (int i = 0; i < VertCount; i++) 52 { 53 values[i] = Random.value * 2 * Mathf.PI; 54 } 55 56 offsetBuffer.SetData(values); 57 58 constantBuffer = new ComputeBuffer(1, 4); //Contains a single element (time) which is a float 59 colorBuffer = new ComputeBuffer(VertCount, 12); 60 outputBuffer = new ComputeBuffer(VertCount, 12); //Output buffer contains vertices (float3 = Vector3 -> 12 bytes) 61 } 62 63 //For some reason I made this method to create a material from the attached shader. 64 void CreateMaterial() 65 { 66 material = new Material(shader); 67 } 68 69 //Remember to release buffers and destroy the material when play has been stopped. 70 void ReleaseBuffer() 71 { 72 constantBuffer.Release(); 73 offsetBuffer.Release(); 74 outputBuffer.Release(); 75 76 DestroyImmediate(material); 77 } 78 79 //The meat of this script, it sets the constant buffer (current time) and then sets all of the buffers for the compute shader. 80 //We then dispatch 32x32x1 groups of threads of our CSMain kernel. 81 void Dispatch() 82 { 83 constantBuffer.SetData(new[] { Time.time }); 84 85 computeShader.SetBuffer(_kernel, "cBuffer", constantBuffer); 86 computeShader.SetBuffer(_kernel, "offsets", offsetBuffer); 87 computeShader.SetBuffer(_kernel, "output", outputBuffer); 88 computeShader.SetBuffer(_kernel, "color", colorBuffer); 89 computeShader.Dispatch(_kernel, 64, 64, 1); 90 } 91 }