UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Blit w. FrameData/BlitRendererFeature.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
// Example of how Blit operatrions can be handled using frameData using multiple ScriptaleRenderPasses.
public class BlitRendererFeature : ScriptableRendererFeature
{
// The class living in frameData. It will take care of managing the texture resources.
public class BlitData : ContextItem, IDisposable
{
// Textures used for the blit operations.
RTHandle m_TextureFront;
RTHandle m_TextureBack;
// Render graph texture handles.
TextureHandle m_TextureHandleFront;
TextureHandle m_TextureHandleBack;
// Scale bias is used to control how the blit operation is done. The x and y parameter controls the scale
// and z and w controls the offset.
static Vector4 scaleBias = new Vector4(1f, 1f, 0f, 0f);
// Bool to manage which texture is the most resent.
bool m_IsFront = true;
// The texture which contains the color buffer from the most resent blit operation.
public TextureHandle texture;
// Function used to initialize BlitDatat. Should be called before starting to use the class for each frame.
public void Init(RenderGraph renderGraph, RenderTextureDescriptor targetDescriptor, string textureName = null)
{
// Checks if the texture name is valid and puts in default value if not.
var texName = String.IsNullOrEmpty(textureName) ? "_BlitTextureData" : textureName;
// Reallocate if the RTHandles are being initialized for the first time or if the targetDescriptor has changed since last frame.
RenderingUtils.ReAllocateHandleIfNeeded(ref m_TextureFront, targetDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: texName + "Front");
RenderingUtils.ReAllocateHandleIfNeeded(ref m_TextureBack, targetDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: texName + "Back");
// Create the texture handles inside render graph by importing the RTHandles in render graph.
m_TextureHandleFront = renderGraph.ImportTexture(m_TextureFront);
m_TextureHandleBack = renderGraph.ImportTexture(m_TextureBack);
// Sets the active texture to the front buffer
texture = m_TextureHandleFront;
}
// We will need to reset the texture handle after each frame to avoid leaking invalid texture handles
// since the texture handles only lives for one frame.
public override void Reset()
{
// Resets the color buffers to avoid carrying invalid references to the next frame.
// This could be BlitData texture handles from last frame which will now be invalid.
m_TextureHandleFront = TextureHandle.nullHandle;
m_TextureHandleBack = TextureHandle.nullHandle;
texture = TextureHandle.nullHandle;
// Reset the acrive texture to be the front buffer.
m_IsFront = true;
}
// The data we use to transfer data to the render function.
class PassData
{
// When makeing a blit operation we will need a source, a destination and a material.
// The source and destination is used to know where to copy from and to.
public TextureHandle source;
public TextureHandle destination;
// The material is used to transform the color buffer while copying.
public Material material;
}
// For this function we don't take a material as argument to show that we should remember to reset values
// we don't use to avoid leaking values from last frame.
public void RecordBlitColor(RenderGraph renderGraph, ContextContainer frameData)
{
// Check if BlitData's texture is valid if it isn't initialize BlitData.
if (!texture.IsValid())
{
// Setup the descriptor we use for BlitData. We should use the camera target's descriptor as a start.
var cameraData = frameData.Get<UniversalCameraData>();
var descriptor = cameraData.cameraTargetDescriptor;
// We disable MSAA for the blit operations.
descriptor.msaaSamples = 1;
// We disable the depth buffer, since we are only makeing transformations to the color buffer.
descriptor.depthStencilFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.None;
Init(renderGraph, descriptor);
}
// Starts the recording of the render graph pass given the name of the pass
// and outputting the data used to pass data to the execution of the render function.
using (var builder = renderGraph.AddRasterRenderPass<PassData>("BlitColorPass", out var passData))
{
// Fetch UniversalResourceData from frameData to retrive the camera's active color attachment.
var resourceData = frameData.Get<UniversalResourceData>();
// Remember to reset material since it contains the value from last frame.
// If we don't do this we would get the material last commited to the BlitPassData using RenderGraph
// since we reuse the object allocation.
passData.material = null;
passData.source = resourceData.activeColorTexture;
passData.destination = texture;
// Sets input attachment to the cameras color buffer.
builder.UseTexture(passData.source);
// Sets output attachment 0 to BlitData's active texture.
builder.SetRenderAttachment(passData.destination, 0);
// Sets the render function.
builder.SetRenderFunc((PassData passData, RasterGraphContext rgContext) => ExecutePass(passData, rgContext));
}
}
// Records a render graph render pass which blits the BlitData's active texture back to the camera's color attachment.
public void RecordBlitBackToColor(RenderGraph renderGraph, ContextContainer frameData)
{
// Check if BlitData's texture is valid if it isn't it hasn't been initialized or an error has occured.
if (!texture.IsValid()) return;
// Starts the recording of the render graph pass given the name of the pass
// and outputting the data used to pass data to the execution of the render function.
using (var builder = renderGraph.AddRasterRenderPass<PassData>($"BlitBackToColorPass", out var passData))
{
// Fetch UniversalResourceData from frameData to retrive the camera's active color attachment.
var resourceData = frameData.Get<UniversalResourceData>();
// Remember to reset material. Otherwise you would use the last material used in RecordFullScreenPass.
passData.material = null;
passData.source = texture;
passData.destination = resourceData.activeColorTexture;
// Sets input attachment to BitData's active texture.
builder.UseTexture(passData.source);
// Sets output attachment 0 to the cameras color buffer.
builder.SetRenderAttachment(passData.destination, 0);
// Sets the render function.
builder.SetRenderFunc((PassData passData, RasterGraphContext rgContext) => ExecutePass(passData, rgContext));
}
}
// This function blits the whole screen for a given material.
public void RecordFullScreenPass(RenderGraph renderGraph, string passName, Material material)
{
// Checks if the data is previously initialized and if the material is valid.
if (!texture.IsValid() || material == null)
{
Debug.LogWarning("Invalid input texture handle, will skip fullscreen pass.");
return;
}
// Starts the recording of the render graph pass given the name of the pass
// and outputting the data used to pass data to the execution of the render function.
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData))
{
// Switching the active texture handles to avoid blit. If we want the most recent
// texture we can simply look at the variable texture
m_IsFront = !m_IsFront;
// Setting data to be used when executing the render function.
passData.material = material;
passData.source = texture;
// Swap the active texture.
if (m_IsFront)
passData.destination = m_TextureHandleFront;
else
passData.destination = m_TextureHandleBack;
// Sets input attachment to BlitData's old active texture.
builder.UseTexture(passData.source);
// Sets output attachment 0 to BitData's new active texture.
builder.SetRenderAttachment(passData.destination, 0);
// Update the texture after switching.
texture = passData.destination;
// Sets the render function.
builder.SetRenderFunc((PassData passData, RasterGraphContext rgContext) => ExecutePass(passData, rgContext));
}
}
// ExecutePass is the render function for each of the blit render graph recordings.
// This is good practice to avoid using variables outside of the lambda it is called from.
// It is static to avoid using member variables which could cause unintended behaviour.
static void ExecutePass(PassData data, RasterGraphContext rgContext)
{
// We can use blit with or without a material both using the static scaleBias to avoid reallocations.
if (data.material == null)
Blitter.BlitTexture(rgContext.cmd, data.source, scaleBias, 0, false);
else
Blitter.BlitTexture(rgContext.cmd, data.source, scaleBias, data.material, 0);
}
// We need to release the textures once the renderer is released which will dispose every item inside
// frameData (also data types previously created in earlier frames).
public void Dispose()
{
m_TextureFront?.Release();
m_TextureBack?.Release();
}
}
// Initial render pass for the renderer feature which is run to initialize the data in frameData and copying
// the camera's color attachment to a texture inside BlitData so we can do transformations using blit.
class BlitStartRenderPass : ScriptableRenderPass
{
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Creating the data BlitData inside frameData.
var blitTextureData = frameData.Create<BlitData>();
// Copies the camera's color attachment to a texture inside BlitData.
blitTextureData.RecordBlitColor(renderGraph, frameData);
}
}
// Render pass which makes a blit for each material given to the renderer feature.
class BlitRenderPass : ScriptableRenderPass
{
List<Material> m_Materials;
// Setup function used to retrive the materials from the renderer feature.
public void Setup(List<Material> materials)
{
m_Materials = materials;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Retrives the BlitData from the current frame.
var blitTextureData = frameData.Get<BlitData>();
foreach(var material in m_Materials)
{
// Skip current cycle if the material is null since there is no need to blit if no
// transformation happens.
if (material == null) continue;
// Records the material blit pass.
blitTextureData.RecordFullScreenPass(renderGraph, $"Blit {material.name} Pass", material);
}
}
}
// Final render pass to copying the texture back to the camera's color attachment.
class BlitEndRenderPass : ScriptableRenderPass
{
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Retrives the BlitData from the current frame and blit it back again to the camera's color attachment.
var blitTextureData = frameData.Get<BlitData>();
blitTextureData.RecordBlitBackToColor(renderGraph, frameData);
}
}
[SerializeField]
[Tooltip("Materials used for blitting. They will be blit in the same order they have in the list starting from index 0. ")]
List<Material> m_Materials;
BlitStartRenderPass m_StartPass;
BlitRenderPass m_BlitPass;
BlitEndRenderPass m_EndPass;
// Here you can create passes and do the initialization of them. This is called everytime serialization happens.
public override void Create()
{
m_StartPass = new BlitStartRenderPass();
m_BlitPass = new BlitRenderPass();
m_EndPass = new BlitEndRenderPass();
// Configures where the render pass should be injected.
m_StartPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
m_BlitPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
m_EndPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
}
// 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)
{
// Early return if there is no texture to blit.
if (m_Materials == null || m_Materials.Count == 0) return;
// Pass the material to the blit render pass.
m_BlitPass.Setup(m_Materials);
// Since they have the same RenderPassEvent the order matters when enqueueing them.
renderer.EnqueuePass(m_StartPass);
renderer.EnqueuePass(m_BlitPass);
renderer.EnqueuePass(m_EndPass);
}
}