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