110 lines
5.0 KiB
C#
110 lines
5.0 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 pass creates an RTHandle and blits the camera color to it after rendering transparent objects.
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// The RTHandle is then set as a global texture, which is available to shaders in the scene. The RTHandle is preserved in all frames while the renderer feature is running to create a recursive rendering effect.
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public class BlitToRTHandlePass : ScriptableRenderPass
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{
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private class PassData
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{
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}
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private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("BlitToRTHandle_CopyColor");
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private RTHandle m_InputHandle;
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private RTHandle m_OutputHandle;
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private const string k_OutputName = "_CopyColorTexture";
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private static readonly int m_OutputId = Shader.PropertyToID(k_OutputName);
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private Material m_Material;
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public BlitToRTHandlePass(RenderPassEvent evt, Material mat)
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{
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renderPassEvent = evt;
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m_Material = mat;
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}
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#pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member
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// Unity calls the Configure method in the Compatibility mode (non-RenderGraph path)
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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// Configure the custom RTHandle
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var desc = cameraTextureDescriptor;
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desc.depthBufferBits = 0;
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desc.msaaSamples = 1;
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RenderingUtils.ReAllocateIfNeeded(ref m_OutputHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_OutputName );
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// Set the RTHandle as the output target in the Compatibility mode
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ConfigureTarget(m_OutputHandle);
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}
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// Unity calls the Execute method in the Compatibility mode
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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// Set camera color as the input
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m_InputHandle = renderingData.cameraData.renderer.cameraColorTargetHandle;
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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// Blit the input RTHandle to the output one
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Blitter.BlitCameraTexture(cmd, m_InputHandle, m_OutputHandle, m_Material, 0);
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// Make the output texture available for the shaders in the scene
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cmd.SetGlobalTexture(m_OutputId, m_OutputHandle.nameID);
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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#pragma warning restore 618, 672
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// Unity calls the RecordRenderGraph method to add and configure one or more render passes in the render graph system.
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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if (cameraData.camera.cameraType != CameraType.Game)
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return;
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// Create the custom RTHandle
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var desc = cameraData.cameraTargetDescriptor;
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desc.depthBufferBits = 0;
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desc.msaaSamples = 1;
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_OutputHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_OutputName );
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// Make the output texture available for the shaders in the scene.
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// In this sample the output texture is used recursively by the subsequent frames, so it must stay in memory while the renderer feature is running.
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// A TextureHandle object is discarded after each frame, that's why we cannot bind it as a global texture using the RenderGraph API (builder.SetGlobalTextureAfterPass).
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// Instead, we bind the RTHandle as a global texture using the shader API, because the RTHandle is not managed by the render graph system.
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Shader.SetGlobalTexture(m_OutputId, m_OutputHandle);
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// Set camera color as a texture resource for this render graph instance
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TextureHandle source = resourceData.activeColorTexture;
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// Set RTHandle as a texture resource for this render graph instance
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TextureHandle destination = renderGraph.ImportTexture(m_OutputHandle);
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if (!source.IsValid() || !destination.IsValid())
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return;
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// Blit the input texture to the destination texture
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RenderGraphUtils.BlitMaterialParameters para = new(source, destination, Blitter.GetBlitMaterial(TextureDimension.Tex2D), 0);
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renderGraph.AddBlitPass(para, "BlitToRTHandle_CopyColor");
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// In this example the pass executes after rendering transparent objects, and the transparent objects are reading the destination texture.
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// The following code sets the TextureHandle as the camera color target to avoid visual artefacts.
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resourceData.cameraColor = destination;
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}
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public void Dispose()
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{
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m_InputHandle?.Release();
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m_OutputHandle?.Release();
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}
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}
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