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- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- using UnityEngine.Rendering.RenderGraphModule;
-
- public class #SCRIPTNAME# : ScriptableRendererFeature
- {
- class CustomRenderPass : ScriptableRenderPass
- {
- // This class stores the data needed by the RenderGraph pass.
- // It is passed as a parameter to the delegate function that executes the RenderGraph pass.
- private class PassData
- {
- }
-
- // This static method is passed as the RenderFunc delegate to the RenderGraph render pass.
- // It is used to execute draw commands.
- static void ExecutePass(PassData data, RasterGraphContext context)
- {
- }
-
- // RecordRenderGraph is where the RenderGraph handle can be accessed, through which render passes can be added to the graph.
- // FrameData is a context container through which URP resources can be accessed and managed.
- public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
- {
- const string passName = "Custom Render Pass";
-
- // This adds a raster render pass to the graph, specifying the name and the data type that will be passed to the ExecutePass function.
- using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData))
- {
- // Use this scope to set the required inputs and outputs of the pass and to
- // setup the passData with the required properties needed at pass execution time.
-
- // Make use of frameData to access resources and camera data through the dedicated containers.
- // Eg:
- // UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
- UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
-
- // Setup pass inputs and outputs through the builder interface.
- // Eg:
- // builder.UseTexture(sourceTexture);
- // TextureHandle destination = UniversalRenderer.CreateRenderGraphTexture(renderGraph, cameraData.cameraTargetDescriptor, "Destination Texture", false);
-
- // This sets the render target of the pass to the active color texture. Change it to your own render target as needed.
- builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
-
- // Assigns the ExecutePass function to the render pass delegate. This will be called by the render graph when executing the pass.
- builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
- }
- }
-
- // NOTE: This method is part of the compatibility rendering path, please use the Render Graph API above instead.
- // This method is called before executing the render pass.
- // It can be used to configure render targets and their clear state. Also to create temporary render target textures.
- // When empty this render pass will render to the active camera render target.
- // You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
- // The render pipeline will ensure target setup and clearing happens in a performant manner.
- public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
- {
- }
-
- // NOTE: This method is part of the compatibility rendering path, please use the Render Graph API above instead.
- // Here you can implement the rendering logic.
- // Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
- // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
- // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- }
-
- // NOTE: This method is part of the compatibility rendering path, please use the Render Graph API above instead.
- // Cleanup any allocated resources that were created during the execution of this render pass.
- public override void OnCameraCleanup(CommandBuffer cmd)
- {
- }
- }
-
- CustomRenderPass m_ScriptablePass;
-
- /// <inheritdoc/>
- public override void Create()
- {
- m_ScriptablePass = new CustomRenderPass();
-
- // Configures where the render pass should be injected.
- m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
- }
-
- // 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_ScriptablePass);
- }
- }
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