- HitProxy 拾取:RG 管线渲染实体 id → host readback,点击帧 PickEntity 精确命中;拾取按视觉几何(Model 联合包围球射线求交), 与 Collider 解耦(UE/Unity 编辑器语义),命中打印实体名+碰撞体参数 - 选中描边(UE 语义):SelectionMask pass(R8Unorm 完整投影轮廓, 无深度测试透墙可见)→ Outline pass(边缘检测 + alpha 叠加, 必须注册在 Tonemap 后);edgeCut 贴视口边缘;widthPx=6 可调 - shader object 实证修复:VUID-08879 同程序 set layouts 超集一致、 VUID-10065 push block 4×float 平铺、新 pass 析构销毁 VkShaderEXT - RG:SideEffect() 保活"产出无 RG 内消费者"的 pass 链 - Editor:层次面板点击选中、Inspector 姿态编辑、Stats 面板拾取信息 - 相机 Update 改 const(姿态写入 Transform 引用,Camera 本身无状态变更)
58 lines
2.1 KiB
GLSL
58 lines
2.1 KiB
GLSL
#version 450
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// HitProxy 顶点:UE 式 GPU 拾取——Forward 同结构画一遍(无光照无纹理),
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// 输出 per-instance 实体 id。位置变换与 simple_shader.vert 完全同源
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//(模型矩阵 + 蒙皮),保证拾取像素与可见画面像素一致。
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//
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// Set0 与 simple_shader 共用同一 uboSetLayout(SceneGpu 契约);
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// 本 shader 只声明用到的绑定,描述符集合里未用的绑定合法。
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layout(location = 0) in vec3 inPosition;
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layout(location = 4) in uvec4 inBoneIds; // 骨骼槽(palette 下标)
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layout(location = 5) in vec4 inWeights; // 无骨骼顶点 = (1,0,0,0)
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layout(location = 0) flat out uint outEntityId; // 整数 varying 必须 flat
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layout(std430, set = 0, binding = 1) readonly buffer ObjectBuffer {
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mat4 models[];
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} objects;
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layout(std430, set = 0, binding = 3) readonly buffer SkinOffsetBuffer {
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uint skinBases[];
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} skinOffsets;
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layout(std430, set = 0, binding = 4) readonly buffer SkinPaletteBuffer {
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mat4 bones[];
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} skinPalettes;
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// per-instance 实体 id(与 models 平行对齐,SceneRenderer 收集时写入)
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layout(std430, set = 0, binding = 5) readonly buffer EntityIdBuffer {
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uint ids[];
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} entityIds;
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// 只用 view/proj:std140 前两个 mat4 与完整 UBO 的布局前缀一致
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layout(set = 0, binding = 0) uniform Ubo {
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mat4 view;
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mat4 proj;
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} ubo;
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// 4 权重混合的蒙皮矩阵(与 simple_shader.vert 同逻辑)
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mat4 SkinMatrix() {
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uint base = skinOffsets.skinBases[gl_InstanceIndex];
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return skinPalettes.bones[base + inBoneIds.x] * inWeights.x +
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skinPalettes.bones[base + inBoneIds.y] * inWeights.y +
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skinPalettes.bones[base + inBoneIds.z] * inWeights.z +
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skinPalettes.bones[base + inBoneIds.w] * inWeights.w;
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}
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void main() {
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mat4 model = objects.models[gl_InstanceIndex];
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mat4 skin = SkinMatrix();
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vec3 skinnedPos = (skin * vec4(inPosition, 1.0)).xyz;
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vec4 worldPos = model * vec4(skinnedPos, 1.0);
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gl_Position = ubo.proj * ubo.view * worldPos;
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outEntityId = entityIds.ids[gl_InstanceIndex];
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}
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