UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Blit/CopyRenderFeature.cs
2024-10-27 10:53:47 +03:00

76 lines
3.5 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.Util;
using UnityEngine.Rendering.Universal;
// This example copies the active color texture to a new texture. This example is for API demonstrative purposes,
// so the new texture is not used anywhere else in the frame, you can use the frame debugger to verify its contents.
public class CopyRenderFeature : ScriptableRendererFeature
{
class CopyRenderPass : ScriptableRenderPass
{
public CopyRenderPass()
{
//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.
//By setting this property, URP will automatically create an intermediate texture.
//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.
requiresIntermediateTexture = true;
}
// This is where the renderGraph handle can be accessed.
// Each ScriptableRenderPass can use the RenderGraph handle to add multiple render passes to the render graph
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
const string passName = "Copy To or From Temp Texture";
// UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures
// The active color and depth textures are the main color and depth buffers that the camera renders into
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
// The destination texture is created here,
// the texture is created with the same dimensions as the active color texture
var source = resourceData.activeColorTexture;
var destinationDesc = renderGraph.GetTextureDesc(source);
destinationDesc.name = $"CameraColor-{passName}";
destinationDesc.clearBuffer = false;
TextureHandle destination = renderGraph.CreateTexture(destinationDesc);
if (RenderGraphUtils.CanAddCopyPassMSAA())
{
// This simple pass copies the active color texture to a new texture.
renderGraph.AddCopyPass(resourceData.activeColorTexture, destination, passName: passName);
//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.
renderGraph.AddCopyPass(destination, resourceData.activeColorTexture, passName: passName);
}
else
{
Debug.Log("Can't add the copy pass due to MSAA");
}
}
}
CopyRenderPass m_CopyRenderPass;
/// <inheritdoc/>
public override void Create()
{
m_CopyRenderPass = new CopyRenderPass();
// Configures where the render pass should be injected.
m_CopyRenderPass.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_CopyRenderPass);
}
}