using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; // This RendererFeature shows how a compute shader can be used together with RenderGraph. // What this example doesn't show is that it can run together with render passes. If the // compute shader is using resources which are also used by render passes then a dependency // between the passes are created as they would have done for two render passes. public class ComputeRendererFeature : ScriptableRendererFeature { // We will treat the compute pass as a normal Scriptable Render Pass. class ComputePass : ScriptableRenderPass { // Compute shader. ComputeShader cs; // Compute buffers: GraphicsBuffer inputBuffer; GraphicsBuffer outputBuffer; // Reflection of the data output. I use a preallocated list to avoid memory // allocations each frame. int[] outputData = new int[20]; // Constructor is used to initialize the compute buffers. public ComputePass() { BufferDesc desc = new BufferDesc(20, sizeof(int)); inputBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 20, sizeof(int)); var list = new List(); for (int i = 0; i < 20; i++) { list.Add(i); } inputBuffer.SetData(list); outputBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 20, sizeof(int)); // We don't need to initialize the output normaly with data but I read the // buffer from the start when each frame is starting to look at last frames result. outputBuffer.SetData(list); } // Setup function to transfer the compute shader from the renderer feature to // the render pass. public void Setup(ComputeShader cs) { this.cs = cs; } // PassData is used to pass data when recording to the execution of the pass. class PassData { // Compute shader. public ComputeShader cs; // Buffer handles for the compute buffers. public BufferHandle input; public BufferHandle output; } // Records a render graph render pass which blits the BlitData's active texture back to the camera's color attachment. public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { // Last frame data should be done. Retrive the data if valid. outputBuffer.GetData(outputData); Debug.Log($"Output from compute shader: {string.Join(", ", outputData)}"); // We need to import buffers when they are created outside of the render graph. BufferHandle inputHandle = renderGraph.ImportBuffer(inputBuffer); BufferHandle outputHandle = renderGraph.ImportBuffer(outputBuffer); // 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. // Notice that we use "AddComputePass" when we are working with compute. using (var builder = renderGraph.AddComputePass("ComputePass", out PassData passData)) { // Set the pass data so the data can be transfered from the recording to the execution. passData.cs = cs; passData.input = inputHandle; passData.output = outputHandle; // UseBuffer is used to setup render graph dependencies together with read and write flags. builder.UseBuffer(passData.input); builder.UseBuffer(passData.output, AccessFlags.Write); // The execution function is also call SetRenderfunc for compute passes. builder.SetRenderFunc((PassData data, ComputeGraphContext cgContext) => ExecutePass(data, cgContext)); } } // ExecutePass is the render function set in the 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, ComputeGraphContext cgContext) { // Attaches the compute buffers. cgContext.cmd.SetComputeBufferParam(data.cs, data.cs.FindKernel("CSMain"), "inputData", data.input); cgContext.cmd.SetComputeBufferParam(data.cs, data.cs.FindKernel("CSMain"), "outputData", data.output); // Dispaches the compute shader with a given kernel as entrypoint. // The amount of thread groups determine how many groups to execute of the kernel. cgContext.cmd.DispatchCompute(data.cs, data.cs.FindKernel("CSMain"), 1, 1, 1); } } [SerializeField] ComputeShader computeShader; ComputePass m_ComputePass; /// public override void Create() { // Initialize the compute pass. m_ComputePass = new ComputePass(); // Sets the renderer feature to execute before rendering. m_ComputePass.renderPassEvent = RenderPassEvent.BeforeRendering; } // 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) { // Check if the system support compute shaders, if not make an early exit. if (!SystemInfo.supportsComputeShaders) { Debug.LogWarning("Device does not support compute shaders. The pass will be skipped."); return; } // Skip the render pass if the compute shader is null. if (computeShader == null) { Debug.LogWarning("The compute shader is null. The pass will be skipped."); return; } // Call Setup on the render pass and transfer the compute shader. m_ComputePass.Setup(computeShader); // Enqueue the compute pass. renderer.EnqueuePass(m_ComputePass); } }