72 lines
2.8 KiB
C#
72 lines
2.8 KiB
C#
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#pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member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<UniversalResourceData>();
|
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
|
DepthBlitFeature.TexRefData texRefData = frameData.Get<DepthBlitFeature.TexRefData>();
|
|
|
|
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");
|
|
}
|
|
}
|