76 lines
3.5 KiB
C#
76 lines
3.5 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.RenderGraphModule.Util;
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using UnityEngine.Rendering.Universal;
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// This example copies the active color texture to a new texture. This example is for API demonstrative purposes,
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// so the new texture is not used anywhere else in the frame, you can use the frame debugger to verify its contents.
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public class CopyRenderFeature : ScriptableRendererFeature
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{
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class CopyRenderPass : ScriptableRenderPass
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{
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public CopyRenderPass()
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{
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//The pass will read the current color texture. That needs to be an intermediate texture. It's not supported to use the BackBuffer as input texture.
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//By setting this property, URP will automatically create an intermediate texture.
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//It's good practice to set it here and not from the RenderFeature. This way, the pass is selfcontaining and you can use it to directly enqueue the pass from a monobehaviour without a RenderFeature.
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requiresIntermediateTexture = true;
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}
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// This is where the renderGraph handle can be accessed.
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// Each ScriptableRenderPass can use the RenderGraph handle to add multiple render passes to the render graph
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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const string passName = "Copy To or From Temp Texture";
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// UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures
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// The active color and depth textures are the main color and depth buffers that the camera renders into
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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// The destination texture is created here,
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// the texture is created with the same dimensions as the active color texture
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var source = resourceData.activeColorTexture;
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var destinationDesc = renderGraph.GetTextureDesc(source);
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destinationDesc.name = $"CameraColor-{passName}";
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destinationDesc.clearBuffer = false;
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TextureHandle destination = renderGraph.CreateTexture(destinationDesc);
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if (RenderGraphUtils.CanAddCopyPassMSAA())
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{
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// This simple pass copies the active color texture to a new texture.
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renderGraph.AddCopyPass(resourceData.activeColorTexture, destination, passName: passName);
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//Need to copy back otherwise the pass gets culled since the result of the previous copy is not read. This is just for demonstration purposes.
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renderGraph.AddCopyPass(destination, resourceData.activeColorTexture, passName: passName);
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}
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else
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{
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Debug.Log("Can't add the copy pass due to MSAA");
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}
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}
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}
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CopyRenderPass m_CopyRenderPass;
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/// <inheritdoc/>
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public override void Create()
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{
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m_CopyRenderPass = new CopyRenderPass();
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// Configures where the render pass should be injected.
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m_CopyRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(m_CopyRenderPass);
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}
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}
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