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- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.RenderGraphModule;
- using UnityEngine.Rendering.Universal;
-
- // This pass performs a blit operation with a Material. The input texture is set by the Renderer Feature.
- public class DepthBlitEdgePass : ScriptableRenderPass
- {
- class PassData
- {
- public TextureHandle source;
- public Material material;
- public Vector4 scaleBias;
- }
-
- private Vector4 m_ScaleBias = new Vector4(1f, 1f, 0f, 0f);
- private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DepthBlitEdgePass");
- private RTHandle m_DepthHandle; // The RTHandle of the depth texture, set by the Renderer Feature, only used in the Compatibility mode (non-RenderGraph path)
- private Material m_Material;
-
- public DepthBlitEdgePass(Material mat, RenderPassEvent evt)
- {
- renderPassEvent = evt;
- m_Material = mat;
- }
-
- public void SetRTHandle(ref RTHandle depthHandle)
- {
- m_DepthHandle = depthHandle;
- }
-
- #pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member
-
- // Unity calls the Execute method in the Compatibility mode
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- var cameraData = renderingData.cameraData;
- if (cameraData.camera.cameraType != CameraType.Game)
- return;
-
- RTHandle destination = cameraData.renderer.cameraColorTargetHandle;
-
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(cmd, m_ProfilingSampler))
- {
- Blitter.BlitCameraTexture(cmd, m_DepthHandle, destination, m_Material, 0);
- }
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
-
- CommandBufferPool.Release(cmd);
- }
-
- #pragma warning restore 618, 672
-
- // Unity calls the RecordRenderGraph method to add and configure one or more render passes in the render graph system.
- public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
- {
- UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
- UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
- DepthBlitFeature.TexRefData texRefData = frameData.Get<DepthBlitFeature.TexRefData>();
-
- if (cameraData.camera.cameraType != CameraType.Game)
- return;
-
- using (var builder = renderGraph.AddRasterRenderPass<PassData>("DepthBlitEdgePass", out var passData))
- {
- // Set the DepthHandle as a texture resource for this render graph instance
- TextureHandle source = texRefData.depthTextureHandle;
-
- // Set camera color as a texture resource for this render graph instance
- TextureHandle destination = resourceData.activeColorTexture;
-
- if (!source.IsValid() || !destination.IsValid())
- return;
-
- passData.source = source;
- passData.material = m_Material;
- passData.scaleBias = m_ScaleBias;
- builder.UseTexture(source, AccessFlags.Read); // Set the depth texture as the input
- builder.SetRenderAttachment(destination, 0, AccessFlags.Write); // Set the camera color as the output
-
- builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
- {
- Blitter.BlitTexture(context.cmd, data.source, data.scaleBias , data.material, 0);
- });
- }
- }
- }
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