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

143 lines
7.5 KiB
C#

using UnityEngine;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
// This example copies the active color texture to a new texture, it then downsamples the source texture twice. This example is for API demonstrative purposes,
// so the new textures are not used anywhere else in the frame, you can use the frame debugger to verify their contents.
// The key concept of this example, is the UnsafePass usage: these type of passes are unsafe and allow using command like SetRenderTarget() which are
// not compatible with RasterRenderPasses. Using UnsafePasses means that the RenderGraph won't try to optimize the pass by merging it inside a NativeRenderPass.
// In some cases using UnsafePasses makes sense, if for example we know that a set of adjacent passes are not mergeable, so this can optimize the RenderGraph
// compiling times, on top of simplifying the multiple passes setup.
public class UnsafePassRenderFeature : ScriptableRendererFeature
{
class UnsafePass : ScriptableRenderPass
{
// This class stores the data needed by the pass, passed as parameter to the delegate function that executes the pass
private class PassData
{
internal TextureHandle source;
internal TextureHandle destination;
internal TextureHandle destinationHalf;
internal TextureHandle destinationQuarter;
}
// This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass
static void ExecutePass(PassData data, UnsafeGraphContext context)
{
// Set manually the RenderTarget for each blit. Each SetRenderTarget call would require a separate RasterCommandPass if we wanted
// to setup RenderGraph for merging passes when possible.
// In this case we know that these 3 subpasses are not compatible for merging, because RenderTargets have different dimensions,
// so we simplify our code to use an unsafe pass, also saving RenderGraph processing time.
// copy the current scene color
CommandBuffer unsafeCmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd);
context.cmd.SetRenderTarget(data.destination);
Blitter.BlitTexture(unsafeCmd, data.source, new Vector4(1, 1, 0, 0), 0, false);
// downscale x2
context.cmd.SetRenderTarget(data.destinationHalf);
Blitter.BlitTexture(unsafeCmd, data.destination, new Vector4(1, 1, 0, 0), 0, false);
context.cmd.SetRenderTarget(data.destinationQuarter);
Blitter.BlitTexture(unsafeCmd, data.destinationHalf, new Vector4(1, 1, 0, 0), 0, false);
// upscale x2
context.cmd.SetRenderTarget(data.destinationHalf);
Blitter.BlitTexture(unsafeCmd, data.destinationQuarter, new Vector4(1, 1, 0, 0), 0, false);
context.cmd.SetRenderTarget(data.destination);
Blitter.BlitTexture(unsafeCmd, data.destinationHalf, new Vector4(1, 1, 0, 0), 0, false);
}
// 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)
{
string passName = "Unsafe Pass";
// add a raster render pass to the render graph, specifying the name and the data type that will be passed to the ExecutePass function
using (var builder = renderGraph.AddUnsafePass<PassData>(passName, out var passData))
{
// 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>();
// Fill up the passData with the data needed by the pass
// Get the active color texture through the frame data, and set it as the source texture for the blit
passData.source = resourceData.activeColorTexture;
// The destination textures are created here,
// the texture is created with the same dimensions as the active color texture, but with no depth buffer, being a copy of the color texture
// we also disable MSAA as we don't need multisampled textures for this sample
// the other two textures halve the resolution of the previous one
var descriptor = passData.source.GetDescriptor(renderGraph);
// We disable MSAA for the blit operations.
descriptor.msaaSamples = MSAASamples.None;
descriptor.clearBuffer = false;
// Create a new temporary texture to keep the blit result.
descriptor.name = "UnsafeTexture";
var destination = renderGraph.CreateTexture(descriptor);
descriptor.width /= 2;
descriptor.height /= 2;
descriptor.name = "UnsafeTexture2";
var destinationHalf = renderGraph.CreateTexture(descriptor);
descriptor.width /= 2;
descriptor.height /= 2;
descriptor.name = "UnsafeTexture3";
var destinationQuarter = renderGraph.CreateTexture(descriptor);
passData.destination = destination;
passData.destinationHalf = destinationHalf;
passData.destinationQuarter = destinationQuarter;
// We declare the src texture as an input dependency to this pass, via UseTexture()
builder.UseTexture(passData.source);
// UnsafePasses don't setup the outputs using UseTextureFragment/UseTextureFragmentDepth, you should specify your writes with UseTexture instead
builder.UseTexture(passData.destination, AccessFlags.WriteAll);
builder.UseTexture(passData.destinationHalf, AccessFlags.WriteAll);
builder.UseTexture(passData.destinationQuarter, AccessFlags.WriteAll);
// We disable culling for this pass for the demonstrative purpose of this sample, as normally this pass would be culled,
// since the destination texture is not used anywhere else
builder.AllowPassCulling(false);
// Assign the ExecutePass function to the render pass delegate, which will be called by the render graph when executing the pass
builder.SetRenderFunc((PassData data, UnsafeGraphContext context) => ExecutePass(data, context));
}
}
}
UnsafePass m_UnsafePass;
/// <inheritdoc/>
public override void Create()
{
m_UnsafePass = new UnsafePass();
// Configures where the render pass should be injected.
m_UnsafePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
}
// 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_UnsafePass);
}
}