using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.RenderGraphModule.Util; using UnityEngine.Rendering.Universal; // This pass performs a blit operation with a Material. The input texture is set by the Renderer Feature. public class DepthBlitEdgePass : ScriptableRenderPass { private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DepthBlitEdgePass"); private RTHandle m_DepthHandle; // The RTHandle of the depth texture, set by the Renderer Feature, only used in the Compatibility mode (non-RenderGraph path) private Material m_Material; public DepthBlitEdgePass(Material mat, RenderPassEvent evt) { renderPassEvent = evt; m_Material = mat; } public void SetRTHandle(ref RTHandle depthHandle) { m_DepthHandle = depthHandle; } #pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member // Unity calls the Execute method in the Compatibility mode public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var cameraData = renderingData.cameraData; if (cameraData.camera.cameraType != CameraType.Game) return; RTHandle destination = cameraData.renderer.cameraColorTargetHandle; CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSampler)) { Blitter.BlitCameraTexture(cmd, m_DepthHandle, destination, m_Material, 0); } 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(); UniversalCameraData cameraData = frameData.Get(); DepthBlitFeature.TexRefData texRefData = frameData.Get(); if (cameraData.camera.cameraType != CameraType.Game) return; // Set the depthTextureHandle as a texture resource for this render graph instance TextureHandle source = texRefData.depthTextureHandle; // Set camera color as a texture resource for this render graph instance TextureHandle destination = resourceData.activeColorTexture; if (!source.IsValid() || !destination.IsValid()) return; RenderGraphUtils.BlitMaterialParameters para = new(source, destination, m_Material, 0); renderGraph.AddBlitPass(para, "DepthBlitEdgePass"); } }