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

130 lines
5.8 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule.Util;
// MERGING: This pass can be merged with Draw Objects Pass and Draw Skybox pass if you set the m_PassEvent in
// the inspector to After Rendering Opagues and set the texture type to Normal.
// Your can observe this merging in the Render Graph Visualizer. If set to After Rendering Post Processing we
// can now see that the pass isn't merged with any thing.
// This RenderFeature shows how to used RenderGraph to output a specific texture used in URP, how a texture
// can be attached by name to a material and how two render passes can be merged if executed in the correct order.
public class OutputTextureRendererFeature : ScriptableRendererFeature
{
// Enum used to select which texture you want to output.
[Serializable]
enum TextureType
{
OpaqueColor,
Depth,
Normal,
MotionVector,
}
// Function to fetch the texture given the resource data and the texture type you want.
static TextureHandle GetTextureHandleFromType(UniversalResourceData resourceData, TextureType textureType)
{
switch (textureType)
{
case TextureType.OpaqueColor:
return resourceData.cameraOpaqueTexture;
case TextureType.Depth:
return resourceData.cameraDepthTexture;
case TextureType.Normal:
return resourceData.cameraNormalsTexture;
case TextureType.MotionVector:
return resourceData.motionVectorColor;
default:
return TextureHandle.nullHandle;
}
}
// Pass which outputs a texture from rendering to inspect a texture
class OutputTexturePass : ScriptableRenderPass
{
// The texture name you wish to bind the texture handle to for a given material.
string m_TextureName;
// The texture type you want to retrive from URP.
TextureType m_TextureType;
// The material used for blitting to the color output.
Material m_Material;
// Function set setup the ConfigureInput() and transfer the renderer feature settings to the render pass.
public void Setup(string textureName, TextureType textureType, Material material)
{
// Setup code to trigger each corrspoinding texture is ready for use one the pass is run.
if (textureType == TextureType.OpaqueColor)
ConfigureInput(ScriptableRenderPassInput.Color);
else if (textureType == TextureType.Depth)
ConfigureInput(ScriptableRenderPassInput.Depth);
else if (textureType == TextureType.Normal)
ConfigureInput(ScriptableRenderPassInput.Normal);
else if (textureType == TextureType.MotionVector)
ConfigureInput(ScriptableRenderPassInput.Motion);
// Setup the texture name, type and material used when blitting.
// In this example we will use a mateial using a custom name for the input texture name when blitting.
// This texture name has to match the material texture input you are using.
m_TextureName = String.IsNullOrEmpty(textureName) ? "_BlitTexture" : textureName;
// Texture type selects which input we would like to retrive from the camera.
m_TextureType = textureType;
// The material is used to blit the texture to the cameras color attachment.
m_Material = material;
}
// 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)
{
// Fetch UniversalResourceData from frameData to retrive the URP's texture handles.
var resourceData = frameData.Get<UniversalResourceData>();
// Sets the texture handle input using the helper function to fetch the correct handle from resourceData.
var source = GetTextureHandleFromType(resourceData, m_TextureType);
if (!source.IsValid())
{
Debug.Log("Input texture is not created. Likely the pass event is before the creation of the resource. Skipping OutputTexturePass.");
return;
}
RenderGraphUtils.BlitMaterialParameters para = new(source, resourceData.activeColorTexture, m_Material, 0);
para.sourceTexturePropertyID = Shader.PropertyToID(m_TextureName);
renderGraph.AddBlitPass(para, passName: "Blit Selected Resource");
}
}
// Inputs in the inspector to change the settings for the renderer feature.
[SerializeField]
RenderPassEvent m_PassEvent = RenderPassEvent.AfterRenderingTransparents;
[SerializeField]
string m_TextureName = "_InputTexture";
[SerializeField]
TextureType m_TextureType;
[SerializeField]
Material m_Material;
OutputTexturePass m_ScriptablePass;
/// <inheritdoc/>
public override void Create()
{
m_ScriptablePass = new OutputTexturePass();
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = m_PassEvent;
}
// 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)
{
// Setup the correct data for the render pass, and transfers the data from the renderer feature to the render pass.
m_ScriptablePass.Setup(m_TextureName, m_TextureType, m_Material);
renderer.EnqueuePass(m_ScriptablePass);
}
}