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