UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/BlitToRTHandle/BlitToRTHandlePass.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.Util;
using UnityEngine.Rendering.Universal;
// This pass creates an RTHandle and blits the camera color to it after rendering transparent objects.
// The RTHandle is then set as a global texture, which is available to shaders in the scene. The RTHandle is preserved in all frames while the renderer feature is running to create a recursive rendering effect.
public class BlitToRTHandlePass : ScriptableRenderPass
{
private class PassData
{
}
private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("BlitToRTHandle_CopyColor");
private RTHandle m_InputHandle;
private RTHandle m_OutputHandle;
private const string k_OutputName = "_CopyColorTexture";
private static readonly int m_OutputId = Shader.PropertyToID(k_OutputName);
private Material m_Material;
public BlitToRTHandlePass(RenderPassEvent evt, Material mat)
{
renderPassEvent = evt;
m_Material = mat;
}
#pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member
// Unity calls the Configure method in the Compatibility mode (non-RenderGraph path)
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
// Configure the custom RTHandle
var desc = cameraTextureDescriptor;
desc.depthBufferBits = 0;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateIfNeeded(ref m_OutputHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_OutputName );
// Set the RTHandle as the output target in the Compatibility mode
ConfigureTarget(m_OutputHandle);
}
// Unity calls the Execute method in the Compatibility mode
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
// Set camera color as the input
m_InputHandle = renderingData.cameraData.renderer.cameraColorTargetHandle;
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
// Blit the input RTHandle to the output one
Blitter.BlitCameraTexture(cmd, m_InputHandle, m_OutputHandle, m_Material, 0);
// Make the output texture available for the shaders in the scene
cmd.SetGlobalTexture(m_OutputId, m_OutputHandle.nameID);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
#pragma warning restore 618, 672
// Unity calls the RecordRenderGraph method to add and configure one or more render passes in the render graph system.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
if (cameraData.camera.cameraType != CameraType.Game)
return;
// Create the custom RTHandle
var desc = cameraData.cameraTargetDescriptor;
desc.depthBufferBits = 0;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateHandleIfNeeded(ref m_OutputHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_OutputName );
// Make the output texture available for the shaders in the scene.
// In this sample the output texture is used recursively by the subsequent frames, so it must stay in memory while the renderer feature is running.
// A TextureHandle object is discarded after each frame, that's why we cannot bind it as a global texture using the RenderGraph API (builder.SetGlobalTextureAfterPass).
// Instead, we bind the RTHandle as a global texture using the shader API, because the RTHandle is not managed by the render graph system.
Shader.SetGlobalTexture(m_OutputId, m_OutputHandle);
// Set camera color as a texture resource for this render graph instance
TextureHandle source = resourceData.activeColorTexture;
// Set RTHandle as a texture resource for this render graph instance
TextureHandle destination = renderGraph.ImportTexture(m_OutputHandle);
if (!source.IsValid() || !destination.IsValid())
return;
// Blit the input texture to the destination texture
RenderGraphUtils.BlitMaterialParameters para = new(source, destination, Blitter.GetBlitMaterial(TextureDimension.Tex2D), 0);
renderGraph.AddBlitPass(para, "BlitToRTHandle_CopyColor");
// In this example the pass executes after rendering transparent objects, and the transparent objects are reading the destination texture.
// The following code sets the TextureHandle as the camera color target to avoid visual artefacts.
resourceData.cameraColor = destination;
}
public void Dispose()
{
m_InputHandle?.Release();
m_OutputHandle?.Release();
}
}