为什么在统一使用 pixelperfect 相机时无法更改相机视口矩形?
Why it's impossible to change camera viewport rect while using pixelperfect camera in unity?
为什么在unity中使用pixelperfect camera时无法改变camera viewport rect?
是否有任何特定原因阻止视口矩形参数更改?
有什么办法绕过它吗?
好吧,在我问了一个问题几分钟后,我想通了,并找到了解决方案。
如果 m_Internal.useOffscreenRT
设置为 true,像素完美相机脚本似乎会检查每一帧,否则它会将视口矩形更改为默认参数。
所以我更改了脚本,现在它在唤醒时存储从相机选择的视口矩形,并在每次需要时将其设置为相机,而不是默认的视口矩形 (0,0,1,1);
如果有人需要,这里是更新的代码:
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
/// <summary>
/// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Rendering/2D/Pixel Perfect Camera (Experimental)")]
[RequireComponent(typeof(Camera))]
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera
{
/// <summary>
/// Match this value to to the Pixels Per Unit values of all Sprites within the Scene.
/// </summary>
public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } }
/// <summary>
/// The original horizontal resolution your Assets are designed for.
/// </summary>
public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } }
/// <summary>
/// Original vertical resolution your Assets are designed for.
/// </summary>
public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } }
/// <summary>
/// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution,
/// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
/// </summary>
public bool upscaleRT { get { return m_UpscaleRT; } set { m_UpscaleRT = value; } }
/// <summary>
/// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
/// Only applicable when upscaleRT is false.
/// </summary>
public bool pixelSnapping { get { return m_PixelSnapping; } set { m_PixelSnapping = value; } }
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction.
/// </summary>
public bool cropFrameX { get { return m_CropFrameX; } set { m_CropFrameX = value; } }
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction.
/// </summary>
public bool cropFrameY { get { return m_CropFrameY; } set { m_CropFrameY = value; } }
/// <summary>
/// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
/// Only applicable when both cropFrameX and cropFrameY are true.
/// </summary>
public bool stretchFill { get { return m_StretchFill; } set { m_StretchFill = value; } }
/// <summary>
/// Ratio of the rendered Sprites compared to their original size (readonly).
/// </summary>
public int pixelRatio
{
get
{
if (m_CinemachineCompatibilityMode)
{
if (m_UpscaleRT)
return m_Internal.zoom * m_Internal.cinemachineVCamZoom;
else
return m_Internal.cinemachineVCamZoom;
}
else
{
return m_Internal.zoom;
}
}
}
/// <summary>
/// Round a arbitrary position to an integer pixel position. Works in world space.
/// </summary>
/// <param name="position"> The position you want to round.</param>
/// <returns>
/// The rounded pixel position.
/// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position.
/// </returns>
public Vector3 RoundToPixel(Vector3 position)
{
float unitsPerPixel = m_Internal.unitsPerPixel;
if (unitsPerPixel == 0.0f)
return position;
Vector3 result;
result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel;
result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel;
result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel;
return result;
}
/// <summary>
/// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera.
/// </summary>
/// <param name="targetOrthoSize">Orthographic size from the live Cinemachine Virtual Camera.</param>
/// <returns>The corrected orthographic size.</returns>
public float CorrectCinemachineOrthoSize(float targetOrthoSize)
{
m_CinemachineCompatibilityMode = true;
if (m_Internal == null)
return targetOrthoSize;
else
return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize);
}
[SerializeField] Rect defaultRect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
[SerializeField] int m_AssetsPPU = 100;
[SerializeField] int m_RefResolutionX = 320;
[SerializeField] int m_RefResolutionY = 180;
[SerializeField] bool m_UpscaleRT;
[SerializeField] bool m_PixelSnapping;
[SerializeField] bool m_CropFrameX;
[SerializeField] bool m_CropFrameY;
[SerializeField] bool m_StretchFill;
Camera m_Camera;
PixelPerfectCameraInternal m_Internal;
bool m_CinemachineCompatibilityMode;
internal bool isRunning
{
get
{
#if UNITY_EDITOR
return (Application.isPlaying || runInEditMode) && enabled;
#else
return enabled;
#endif
}
}
internal FilterMode finalBlitFilterMode
{
get
{
if (!isRunning)
return FilterMode.Bilinear;
else
return m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
}
}
internal Vector2Int offscreenRTSize
{
get
{
if (!isRunning)
return Vector2Int.zero;
else
return new Vector2Int(m_Internal.offscreenRTWidth, m_Internal.offscreenRTHeight);
}
}
// Snap camera position to pixels using Camera.worldToCameraMatrix.
void PixelSnap()
{
Vector3 cameraPosition = m_Camera.transform.position;
Vector3 roundedCameraPosition = RoundToPixel(cameraPosition);
Vector3 offset = roundedCameraPosition - cameraPosition;
offset.z = -offset.z;
Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f));
m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix;
}
void Awake()
{
m_Camera = GetComponent<Camera>();
defaultRect = m_Camera.rect;
m_Internal = new PixelPerfectCameraInternal(this);
m_Internal.originalOrthoSize = m_Camera.orthographicSize;
}
void LateUpdate()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPaused)
#endif
{
// Reset the Cinemachine compatibility mode every frame.
// If any CinemachinePixelPerfect extension is present, they will turn this on
// at a later time (during CinemachineBrain's LateUpdate(), which is
// guaranteed to be after PixelPerfectCamera's LateUpdate()).
m_CinemachineCompatibilityMode = false;
}
}
void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (camera != m_Camera)
return;
var targetTexture = m_Camera.targetTexture;
Vector2Int rtSize = targetTexture == null ? new Vector2Int(Screen.width, Screen.height) : new Vector2Int(targetTexture.width, targetTexture.height);
m_Internal.CalculateCameraProperties(rtSize.x, rtSize.y);
PixelSnap();
if (m_Internal.useOffscreenRT)
m_Camera.pixelRect = m_Internal.CalculateFinalBlitPixelRect(rtSize.x, rtSize.y);
else
m_Camera.rect = defaultRect;
// In Cinemachine compatibility mode the control over orthographic size should
// be given to the virtual cameras, whose orthographic sizes will be corrected to
// be pixel-perfect. This way when there's blending between virtual cameras, we
// can have temporary not-pixel-perfect but smooth transitions.
if (!m_CinemachineCompatibilityMode)
{
m_Camera.orthographicSize = m_Internal.orthoSize;
}
UnityEngine.U2D.PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel;
}
void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (camera == m_Camera)
UnityEngine.U2D.PixelPerfectRendering.pixelSnapSpacing = 0.0f;
}
void OnEnable()
{
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying)
UnityEditor.EditorApplication.playModeStateChanged += OnPlayModeChanged;
#endif
}
internal void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
m_Camera.rect = defaultRect;
m_Camera.orthographicSize = m_Internal.originalOrthoSize;
m_Camera.ResetWorldToCameraMatrix();
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying)
UnityEditor.EditorApplication.playModeStateChanged -= OnPlayModeChanged;
#endif
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// Show on-screen warning about invalid render resolutions.
void OnGUI()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && !runInEditMode)
return;
#endif
Color oldColor = GUI.color;
GUI.color = Color.red;
Vector2Int renderResolution = Vector2Int.zero;
renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth;
renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight;
if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0)
{
string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y);
GUILayout.Box(warning);
}
var targetTexture = m_Camera.targetTexture;
Vector2Int rtSize = targetTexture == null ? new Vector2Int(Screen.width, Screen.height) : new Vector2Int(targetTexture.width, targetTexture.height);
if (rtSize.x < refResolutionX || rtSize.y < refResolutionY)
{
GUILayout.Box("Target resolution is smaller than the reference resolution. Image may appear stretched or cropped.");
}
GUI.color = oldColor;
}
#endif
#if UNITY_EDITOR
void OnPlayModeChanged(UnityEditor.PlayModeStateChange state)
{
// Stop running in edit mode when entering play mode.
if (state == UnityEditor.PlayModeStateChange.ExitingEditMode)
{
runInEditMode = false;
OnDisable();
}
}
#endif
}
}
正如上面的答案所写,这个相机改变了当前相机的变换,所要做的就是告诉相机完美的像素来进行普通相机的变换
namespace UnityEngine.U2D
{
/// <summary>
/// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Rendering/Pixel Perfect Camera")]
[RequireComponent(typeof(Camera))]
public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera
{
/// <summary>
/// Match this value to to the Pixels Per Unit values of all Sprites within the Scene.
/// </summary>
public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } }
/// <summary>
/// The original horizontal resolution your Assets are designed for.
/// </summary>
public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } }
/// <summary>
/// Original vertical resolution your Assets are designed for.
/// </summary>
public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } }
/// <summary>
/// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution,
/// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
/// </summary>
public bool upscaleRT { get { return m_UpscaleRT; } set { m_UpscaleRT = value; } }
/// <summary>
/// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
/// Only applicable when upscaleRT is false.
/// </summary>
public bool pixelSnapping { get { return m_PixelSnapping; } set { m_PixelSnapping = value; } }
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction.
/// </summary>
public bool cropFrameX { get { return m_CropFrameX; } set { m_CropFrameX = value; } }
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction.
/// </summary>
public bool cropFrameY { get { return m_CropFrameY; } set { m_CropFrameY = value; } }
/// <summary>
/// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
/// Only applicable when both cropFrameX and cropFrameY are true.
/// </summary>
public bool stretchFill { get { return m_StretchFill; } set { m_StretchFill = value; } }
/// <summary>
/// Ratio of the rendered Sprites compared to their original size (readonly).
/// </summary>
public int pixelRatio
{
get
{
if (m_CinemachineCompatibilityMode)
{
if (m_UpscaleRT)
return m_Internal.zoom * m_Internal.cinemachineVCamZoom;
else
return m_Internal.cinemachineVCamZoom;
}
else
{
return m_Internal.zoom;
}
}
}
/// <summary>
/// Round a arbitrary position to an integer pixel position. Works in world space.
/// </summary>
/// <param name="position"> The position you want to round.</param>
/// <returns>
/// The rounded pixel position.
/// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position.
/// </returns>
public Vector3 RoundToPixel(Vector3 position)
{
float unitsPerPixel = m_Internal.unitsPerPixel;
if (unitsPerPixel == 0.0f)
return position;
Vector3 result;
result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel;
result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel;
result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel;
return result;
}
/// <summary>
/// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera.
/// </summary>
/// <param name="targetOrthoSize">Orthographic size from the live Cinemachine Virtual Camera.</param>
/// <returns>The corrected orthographic size.</returns>
public float CorrectCinemachineOrthoSize(float targetOrthoSize)
{
m_CinemachineCompatibilityMode = true;
if (m_Internal == null)
return targetOrthoSize;
else
return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize);
}
[SerializeField]
int m_AssetsPPU = 100;
[SerializeField]
int m_RefResolutionX = 320;
[SerializeField]
int m_RefResolutionY = 180;
[SerializeField]
bool m_UpscaleRT = false;
[SerializeField]
bool m_PixelSnapping = false;
[SerializeField]
bool m_CropFrameX = false;
[SerializeField]
bool m_CropFrameY = false;
[SerializeField]
bool m_StretchFill = false;
Camera m_Camera;
PixelPerfectCameraInternal m_Internal;
bool m_CinemachineCompatibilityMode;
// Snap camera position to pixels using Camera.worldToCameraMatrix.
void PixelSnap()
{
Vector3 cameraPosition = m_Camera.transform.position;
Vector3 roundedCameraPosition = RoundToPixel(cameraPosition);
Vector3 offset = roundedCameraPosition - cameraPosition;
offset.z = -offset.z;
Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f));
m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix;
}
void Awake()
{
m_Camera = GetComponent<Camera>();
m_Internal = new PixelPerfectCameraInternal(this);
m_Internal.originalOrthoSize = m_Camera.orthographicSize;
m_Internal.hasPostProcessLayer = GetComponent("PostProcessLayer") != null; // query the component by name to avoid hard dependency
if (m_Camera.targetTexture != null)
Debug.LogWarning("Render to texture is not supported by Pixel Perfect Camera.", m_Camera);
}
void LateUpdate()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPaused)
#endif
{
// Reset the Cinemachine compatibility mode every frame.
// If any CinemachinePixelPerfect extension is present, they will turn this on
// at a later time (during CinemachineBrain's LateUpdate(), which is
// guaranteed to be after PixelPerfectCamera's LateUpdate()).
m_CinemachineCompatibilityMode = false;
}
m_Internal.CalculateCameraProperties(Screen.width, Screen.height);
// To be effective immediately this frame, forceIntoRenderTexture should be set before any camera rendering callback.
// An exception of this is when the editor is paused, where we call LateUpdate() manually in OnPreCall().
// In this special case, you'll see one frame of glitch when toggling renderUpscaling on and off.
m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer || m_Internal.useOffscreenRT;
}
void OnPreCull()
{
#if UNITY_EDITOR
// LateUpdate() is not called while the editor is paused, but OnPreCull() is.
// So call LateUpdate() manually here.
if (UnityEditor.EditorApplication.isPaused)
LateUpdate();
#endif
PixelSnap();
if (m_Internal.pixelRect != Rect.zero)
m_Camera.pixelRect = m_Camera.pixelRect; //m_Internal.pixelRect;
else
m_Camera.rect = m_Camera.pixelRect; //new Rect(0.0f, 0.0f, 1.0f, 1.0f);
// In Cinemachine compatibility mode the control over orthographic size should
// be given to the virtual cameras, whose orthographic sizes will be corrected to
// be pixel-perfect. This way when there's blending between virtual cameras, we
// can have temporary not-pixel-perfect but smooth transitions.
if (!m_CinemachineCompatibilityMode)
{
m_Camera.orthographicSize = m_Internal.orthoSize;
}
}
void OnPreRender()
{
// Clear the screen to black so that we can see black bars.
// Need to do it before anything is drawn if we're rendering directly to the screen.
if (m_Internal.cropFrameXOrY && !m_Camera.forceIntoRenderTexture && !m_Camera.allowMSAA)
GL.Clear(false, true, Color.black);
PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel;
}
void OnPostRender()
{
PixelPerfectRendering.pixelSnapSpacing = 0.0f;
// Clear the screen to black so that we can see black bars.
// If a temporary offscreen RT is used, we do the clear after we're done with that RT to avoid an unnecessary RT switch.
if (m_Camera.activeTexture != null)
{
Graphics.SetRenderTarget(null as RenderTexture);
GL.Viewport(new Rect(0.0f, 0.0f, Screen.width, Screen.height));
GL.Clear(false, true, Color.black);
}
if (!m_Internal.useOffscreenRT)
return;
RenderTexture activeRT = m_Camera.activeTexture;
if (activeRT != null)
activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
m_Camera.pixelRect = m_Internal.CalculatePostRenderPixelRect(m_Camera.aspect, Screen.width, Screen.height);
}
#if UNITY_EDITOR
void OnEnable()
{
if (!UnityEditor.EditorApplication.isPlaying)
UnityEditor.EditorApplication.playModeStateChanged += OnPlayModeChanged;
}
#endif
internal void OnDisable()
{
m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
m_Camera.orthographicSize = m_Internal.originalOrthoSize;
m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer;
m_Camera.ResetAspect();
m_Camera.ResetWorldToCameraMatrix();
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying)
UnityEditor.EditorApplication.playModeStateChanged -= OnPlayModeChanged;
#endif
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// Show on-screen warning about invalid render resolutions.
void OnGUI()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && !runInEditMode)
return;
#endif
Color oldColor = GUI.color;
GUI.color = Color.red;
Vector2Int renderResolution = Vector2Int.zero;
renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth;
renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight;
if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0)
{
string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y);
GUILayout.Box(warning);
}
if (Screen.width < refResolutionX || Screen.height < refResolutionY)
{
GUILayout.Box("Screen resolution is smaller than the reference resolution. Image may appear stretched or cropped.");
}
GUI.color = oldColor;
}
#endif
#if UNITY_EDITOR
void OnPlayModeChanged(UnityEditor.PlayModeStateChange state)
{
// Stop running in edit mode when entering play mode.
if (state == UnityEditor.PlayModeStateChange.ExitingEditMode)
{
runInEditMode = false;
OnDisable();
}
}
#endif
}
}
我更改了这些行:
if (m_Internal.pixelRect != Rect.zero)
m_Camera.pixelRect = m_Camera.pixelRect; //m_Internal.pixelRect;
else
m_Camera.rect = m_Camera.pixelRect; //new Rect(0.0f, 0.0f, 1.0f, 1.0f);
为什么在unity中使用pixelperfect camera时无法改变camera viewport rect? 是否有任何特定原因阻止视口矩形参数更改?
有什么办法绕过它吗?
好吧,在我问了一个问题几分钟后,我想通了,并找到了解决方案。
如果 m_Internal.useOffscreenRT
设置为 true,像素完美相机脚本似乎会检查每一帧,否则它会将视口矩形更改为默认参数。
所以我更改了脚本,现在它在唤醒时存储从相机选择的视口矩形,并在每次需要时将其设置为相机,而不是默认的视口矩形 (0,0,1,1);
如果有人需要,这里是更新的代码:
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
/// <summary>
/// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Rendering/2D/Pixel Perfect Camera (Experimental)")]
[RequireComponent(typeof(Camera))]
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera
{
/// <summary>
/// Match this value to to the Pixels Per Unit values of all Sprites within the Scene.
/// </summary>
public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } }
/// <summary>
/// The original horizontal resolution your Assets are designed for.
/// </summary>
public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } }
/// <summary>
/// Original vertical resolution your Assets are designed for.
/// </summary>
public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } }
/// <summary>
/// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution,
/// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
/// </summary>
public bool upscaleRT { get { return m_UpscaleRT; } set { m_UpscaleRT = value; } }
/// <summary>
/// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
/// Only applicable when upscaleRT is false.
/// </summary>
public bool pixelSnapping { get { return m_PixelSnapping; } set { m_PixelSnapping = value; } }
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction.
/// </summary>
public bool cropFrameX { get { return m_CropFrameX; } set { m_CropFrameX = value; } }
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction.
/// </summary>
public bool cropFrameY { get { return m_CropFrameY; } set { m_CropFrameY = value; } }
/// <summary>
/// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
/// Only applicable when both cropFrameX and cropFrameY are true.
/// </summary>
public bool stretchFill { get { return m_StretchFill; } set { m_StretchFill = value; } }
/// <summary>
/// Ratio of the rendered Sprites compared to their original size (readonly).
/// </summary>
public int pixelRatio
{
get
{
if (m_CinemachineCompatibilityMode)
{
if (m_UpscaleRT)
return m_Internal.zoom * m_Internal.cinemachineVCamZoom;
else
return m_Internal.cinemachineVCamZoom;
}
else
{
return m_Internal.zoom;
}
}
}
/// <summary>
/// Round a arbitrary position to an integer pixel position. Works in world space.
/// </summary>
/// <param name="position"> The position you want to round.</param>
/// <returns>
/// The rounded pixel position.
/// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position.
/// </returns>
public Vector3 RoundToPixel(Vector3 position)
{
float unitsPerPixel = m_Internal.unitsPerPixel;
if (unitsPerPixel == 0.0f)
return position;
Vector3 result;
result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel;
result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel;
result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel;
return result;
}
/// <summary>
/// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera.
/// </summary>
/// <param name="targetOrthoSize">Orthographic size from the live Cinemachine Virtual Camera.</param>
/// <returns>The corrected orthographic size.</returns>
public float CorrectCinemachineOrthoSize(float targetOrthoSize)
{
m_CinemachineCompatibilityMode = true;
if (m_Internal == null)
return targetOrthoSize;
else
return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize);
}
[SerializeField] Rect defaultRect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
[SerializeField] int m_AssetsPPU = 100;
[SerializeField] int m_RefResolutionX = 320;
[SerializeField] int m_RefResolutionY = 180;
[SerializeField] bool m_UpscaleRT;
[SerializeField] bool m_PixelSnapping;
[SerializeField] bool m_CropFrameX;
[SerializeField] bool m_CropFrameY;
[SerializeField] bool m_StretchFill;
Camera m_Camera;
PixelPerfectCameraInternal m_Internal;
bool m_CinemachineCompatibilityMode;
internal bool isRunning
{
get
{
#if UNITY_EDITOR
return (Application.isPlaying || runInEditMode) && enabled;
#else
return enabled;
#endif
}
}
internal FilterMode finalBlitFilterMode
{
get
{
if (!isRunning)
return FilterMode.Bilinear;
else
return m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
}
}
internal Vector2Int offscreenRTSize
{
get
{
if (!isRunning)
return Vector2Int.zero;
else
return new Vector2Int(m_Internal.offscreenRTWidth, m_Internal.offscreenRTHeight);
}
}
// Snap camera position to pixels using Camera.worldToCameraMatrix.
void PixelSnap()
{
Vector3 cameraPosition = m_Camera.transform.position;
Vector3 roundedCameraPosition = RoundToPixel(cameraPosition);
Vector3 offset = roundedCameraPosition - cameraPosition;
offset.z = -offset.z;
Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f));
m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix;
}
void Awake()
{
m_Camera = GetComponent<Camera>();
defaultRect = m_Camera.rect;
m_Internal = new PixelPerfectCameraInternal(this);
m_Internal.originalOrthoSize = m_Camera.orthographicSize;
}
void LateUpdate()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPaused)
#endif
{
// Reset the Cinemachine compatibility mode every frame.
// If any CinemachinePixelPerfect extension is present, they will turn this on
// at a later time (during CinemachineBrain's LateUpdate(), which is
// guaranteed to be after PixelPerfectCamera's LateUpdate()).
m_CinemachineCompatibilityMode = false;
}
}
void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (camera != m_Camera)
return;
var targetTexture = m_Camera.targetTexture;
Vector2Int rtSize = targetTexture == null ? new Vector2Int(Screen.width, Screen.height) : new Vector2Int(targetTexture.width, targetTexture.height);
m_Internal.CalculateCameraProperties(rtSize.x, rtSize.y);
PixelSnap();
if (m_Internal.useOffscreenRT)
m_Camera.pixelRect = m_Internal.CalculateFinalBlitPixelRect(rtSize.x, rtSize.y);
else
m_Camera.rect = defaultRect;
// In Cinemachine compatibility mode the control over orthographic size should
// be given to the virtual cameras, whose orthographic sizes will be corrected to
// be pixel-perfect. This way when there's blending between virtual cameras, we
// can have temporary not-pixel-perfect but smooth transitions.
if (!m_CinemachineCompatibilityMode)
{
m_Camera.orthographicSize = m_Internal.orthoSize;
}
UnityEngine.U2D.PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel;
}
void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (camera == m_Camera)
UnityEngine.U2D.PixelPerfectRendering.pixelSnapSpacing = 0.0f;
}
void OnEnable()
{
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying)
UnityEditor.EditorApplication.playModeStateChanged += OnPlayModeChanged;
#endif
}
internal void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
m_Camera.rect = defaultRect;
m_Camera.orthographicSize = m_Internal.originalOrthoSize;
m_Camera.ResetWorldToCameraMatrix();
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying)
UnityEditor.EditorApplication.playModeStateChanged -= OnPlayModeChanged;
#endif
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// Show on-screen warning about invalid render resolutions.
void OnGUI()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && !runInEditMode)
return;
#endif
Color oldColor = GUI.color;
GUI.color = Color.red;
Vector2Int renderResolution = Vector2Int.zero;
renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth;
renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight;
if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0)
{
string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y);
GUILayout.Box(warning);
}
var targetTexture = m_Camera.targetTexture;
Vector2Int rtSize = targetTexture == null ? new Vector2Int(Screen.width, Screen.height) : new Vector2Int(targetTexture.width, targetTexture.height);
if (rtSize.x < refResolutionX || rtSize.y < refResolutionY)
{
GUILayout.Box("Target resolution is smaller than the reference resolution. Image may appear stretched or cropped.");
}
GUI.color = oldColor;
}
#endif
#if UNITY_EDITOR
void OnPlayModeChanged(UnityEditor.PlayModeStateChange state)
{
// Stop running in edit mode when entering play mode.
if (state == UnityEditor.PlayModeStateChange.ExitingEditMode)
{
runInEditMode = false;
OnDisable();
}
}
#endif
}
}
正如上面的答案所写,这个相机改变了当前相机的变换,所要做的就是告诉相机完美的像素来进行普通相机的变换
namespace UnityEngine.U2D
{
/// <summary>
/// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Rendering/Pixel Perfect Camera")]
[RequireComponent(typeof(Camera))]
public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera
{
/// <summary>
/// Match this value to to the Pixels Per Unit values of all Sprites within the Scene.
/// </summary>
public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } }
/// <summary>
/// The original horizontal resolution your Assets are designed for.
/// </summary>
public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } }
/// <summary>
/// Original vertical resolution your Assets are designed for.
/// </summary>
public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } }
/// <summary>
/// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution,
/// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
/// </summary>
public bool upscaleRT { get { return m_UpscaleRT; } set { m_UpscaleRT = value; } }
/// <summary>
/// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
/// Only applicable when upscaleRT is false.
/// </summary>
public bool pixelSnapping { get { return m_PixelSnapping; } set { m_PixelSnapping = value; } }
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction.
/// </summary>
public bool cropFrameX { get { return m_CropFrameX; } set { m_CropFrameX = value; } }
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction.
/// </summary>
public bool cropFrameY { get { return m_CropFrameY; } set { m_CropFrameY = value; } }
/// <summary>
/// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
/// Only applicable when both cropFrameX and cropFrameY are true.
/// </summary>
public bool stretchFill { get { return m_StretchFill; } set { m_StretchFill = value; } }
/// <summary>
/// Ratio of the rendered Sprites compared to their original size (readonly).
/// </summary>
public int pixelRatio
{
get
{
if (m_CinemachineCompatibilityMode)
{
if (m_UpscaleRT)
return m_Internal.zoom * m_Internal.cinemachineVCamZoom;
else
return m_Internal.cinemachineVCamZoom;
}
else
{
return m_Internal.zoom;
}
}
}
/// <summary>
/// Round a arbitrary position to an integer pixel position. Works in world space.
/// </summary>
/// <param name="position"> The position you want to round.</param>
/// <returns>
/// The rounded pixel position.
/// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position.
/// </returns>
public Vector3 RoundToPixel(Vector3 position)
{
float unitsPerPixel = m_Internal.unitsPerPixel;
if (unitsPerPixel == 0.0f)
return position;
Vector3 result;
result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel;
result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel;
result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel;
return result;
}
/// <summary>
/// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera.
/// </summary>
/// <param name="targetOrthoSize">Orthographic size from the live Cinemachine Virtual Camera.</param>
/// <returns>The corrected orthographic size.</returns>
public float CorrectCinemachineOrthoSize(float targetOrthoSize)
{
m_CinemachineCompatibilityMode = true;
if (m_Internal == null)
return targetOrthoSize;
else
return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize);
}
[SerializeField]
int m_AssetsPPU = 100;
[SerializeField]
int m_RefResolutionX = 320;
[SerializeField]
int m_RefResolutionY = 180;
[SerializeField]
bool m_UpscaleRT = false;
[SerializeField]
bool m_PixelSnapping = false;
[SerializeField]
bool m_CropFrameX = false;
[SerializeField]
bool m_CropFrameY = false;
[SerializeField]
bool m_StretchFill = false;
Camera m_Camera;
PixelPerfectCameraInternal m_Internal;
bool m_CinemachineCompatibilityMode;
// Snap camera position to pixels using Camera.worldToCameraMatrix.
void PixelSnap()
{
Vector3 cameraPosition = m_Camera.transform.position;
Vector3 roundedCameraPosition = RoundToPixel(cameraPosition);
Vector3 offset = roundedCameraPosition - cameraPosition;
offset.z = -offset.z;
Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f));
m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix;
}
void Awake()
{
m_Camera = GetComponent<Camera>();
m_Internal = new PixelPerfectCameraInternal(this);
m_Internal.originalOrthoSize = m_Camera.orthographicSize;
m_Internal.hasPostProcessLayer = GetComponent("PostProcessLayer") != null; // query the component by name to avoid hard dependency
if (m_Camera.targetTexture != null)
Debug.LogWarning("Render to texture is not supported by Pixel Perfect Camera.", m_Camera);
}
void LateUpdate()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPaused)
#endif
{
// Reset the Cinemachine compatibility mode every frame.
// If any CinemachinePixelPerfect extension is present, they will turn this on
// at a later time (during CinemachineBrain's LateUpdate(), which is
// guaranteed to be after PixelPerfectCamera's LateUpdate()).
m_CinemachineCompatibilityMode = false;
}
m_Internal.CalculateCameraProperties(Screen.width, Screen.height);
// To be effective immediately this frame, forceIntoRenderTexture should be set before any camera rendering callback.
// An exception of this is when the editor is paused, where we call LateUpdate() manually in OnPreCall().
// In this special case, you'll see one frame of glitch when toggling renderUpscaling on and off.
m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer || m_Internal.useOffscreenRT;
}
void OnPreCull()
{
#if UNITY_EDITOR
// LateUpdate() is not called while the editor is paused, but OnPreCull() is.
// So call LateUpdate() manually here.
if (UnityEditor.EditorApplication.isPaused)
LateUpdate();
#endif
PixelSnap();
if (m_Internal.pixelRect != Rect.zero)
m_Camera.pixelRect = m_Camera.pixelRect; //m_Internal.pixelRect;
else
m_Camera.rect = m_Camera.pixelRect; //new Rect(0.0f, 0.0f, 1.0f, 1.0f);
// In Cinemachine compatibility mode the control over orthographic size should
// be given to the virtual cameras, whose orthographic sizes will be corrected to
// be pixel-perfect. This way when there's blending between virtual cameras, we
// can have temporary not-pixel-perfect but smooth transitions.
if (!m_CinemachineCompatibilityMode)
{
m_Camera.orthographicSize = m_Internal.orthoSize;
}
}
void OnPreRender()
{
// Clear the screen to black so that we can see black bars.
// Need to do it before anything is drawn if we're rendering directly to the screen.
if (m_Internal.cropFrameXOrY && !m_Camera.forceIntoRenderTexture && !m_Camera.allowMSAA)
GL.Clear(false, true, Color.black);
PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel;
}
void OnPostRender()
{
PixelPerfectRendering.pixelSnapSpacing = 0.0f;
// Clear the screen to black so that we can see black bars.
// If a temporary offscreen RT is used, we do the clear after we're done with that RT to avoid an unnecessary RT switch.
if (m_Camera.activeTexture != null)
{
Graphics.SetRenderTarget(null as RenderTexture);
GL.Viewport(new Rect(0.0f, 0.0f, Screen.width, Screen.height));
GL.Clear(false, true, Color.black);
}
if (!m_Internal.useOffscreenRT)
return;
RenderTexture activeRT = m_Camera.activeTexture;
if (activeRT != null)
activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
m_Camera.pixelRect = m_Internal.CalculatePostRenderPixelRect(m_Camera.aspect, Screen.width, Screen.height);
}
#if UNITY_EDITOR
void OnEnable()
{
if (!UnityEditor.EditorApplication.isPlaying)
UnityEditor.EditorApplication.playModeStateChanged += OnPlayModeChanged;
}
#endif
internal void OnDisable()
{
m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
m_Camera.orthographicSize = m_Internal.originalOrthoSize;
m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer;
m_Camera.ResetAspect();
m_Camera.ResetWorldToCameraMatrix();
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying)
UnityEditor.EditorApplication.playModeStateChanged -= OnPlayModeChanged;
#endif
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// Show on-screen warning about invalid render resolutions.
void OnGUI()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && !runInEditMode)
return;
#endif
Color oldColor = GUI.color;
GUI.color = Color.red;
Vector2Int renderResolution = Vector2Int.zero;
renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth;
renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight;
if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0)
{
string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y);
GUILayout.Box(warning);
}
if (Screen.width < refResolutionX || Screen.height < refResolutionY)
{
GUILayout.Box("Screen resolution is smaller than the reference resolution. Image may appear stretched or cropped.");
}
GUI.color = oldColor;
}
#endif
#if UNITY_EDITOR
void OnPlayModeChanged(UnityEditor.PlayModeStateChange state)
{
// Stop running in edit mode when entering play mode.
if (state == UnityEditor.PlayModeStateChange.ExitingEditMode)
{
runInEditMode = false;
OnDisable();
}
}
#endif
}
}
我更改了这些行:
if (m_Internal.pixelRect != Rect.zero)
m_Camera.pixelRect = m_Camera.pixelRect; //m_Internal.pixelRect;
else
m_Camera.rect = m_Camera.pixelRect; //new Rect(0.0f, 0.0f, 1.0f, 1.0f);