UnityGame/Assets/Scripts/CustomRenderPassFeature.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
public class CustomRenderPassFeature : ScriptableRendererFeature
{
class CustomRenderPass : ScriptableRenderPass
{
// This class stores the data needed by the RenderGraph pass.
// It is passed as a parameter to the delegate function that executes the RenderGraph pass.
private class PassData
{
}
// This static method is passed as the RenderFunc delegate to the RenderGraph render pass.
// It is used to execute draw commands.
static void ExecutePass(PassData data, RasterGraphContext context)
{
}
// RecordRenderGraph is where the RenderGraph handle can be accessed, through which render passes can be added to the graph.
// FrameData is a context container through which URP resources can be accessed and managed.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
const string passName = "Render Custom Pass";
// This adds a raster render pass to the graph, specifying the name and the data type that will be passed to the ExecutePass function.
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData))
{
// Use this scope to set the required inputs and outputs of the pass and to
// setup the passData with the required properties needed at pass execution time.
// Make use of frameData to access resources and camera data through the dedicated containers.
// Eg:
// UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
// Setup pass inputs and outputs through the builder interface.
// Eg:
// builder.UseTexture(sourceTexture);
// TextureHandle destination = UniversalRenderer.CreateRenderGraphTexture(renderGraph, cameraData.cameraTargetDescriptor, "Destination Texture", false);
// This sets the render target of the pass to the active color texture. Change it to your own render target as needed.
builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
// Assigns the ExecutePass function to the render pass delegate. This will be called by the render graph when executing the pass.
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
// NOTE: This method is part of the compatibility rendering path, please use the Render Graph API above instead.
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in a performant manner.
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
}
// NOTE: This method is part of the compatibility rendering path, please use the Render Graph API above instead.
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
}
// NOTE: This method is part of the compatibility rendering path, please use the Render Graph API above instead.
// Cleanup any allocated resources that were created during the execution of this render pass.
public override void OnCameraCleanup(CommandBuffer cmd)
{
}
}
CustomRenderPass m_ScriptablePass;
/// <inheritdoc/>
public override void Create()
{
m_ScriptablePass = new CustomRenderPass();
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_ScriptablePass);
}
}