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