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- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- using UnityEngine.Rendering.RenderGraphModule;
-
- // This example uses the gBuffer components in a RenderPass when they are not global.
- // The RenderPass will by default show the contents of the Specular Metallic Texture (_GBuffer2) on geometry in the scene,
- // but you can change the sampled gBuffer component by modifying the example shader.
- // Make sure to (1) set the rendering path to Deferred and (2) add a 3D object in your scene to see a result.
- public class GbufferVisualizationRendererFeature : ScriptableRendererFeature
- {
- class GBufferVisualizationRenderPass : ScriptableRenderPass
- {
- Material m_Material;
- string m_PassName = "Visualize GBuffer Components (and make gBuffer global)";
-
- private static readonly int GbufferLightingIndex = 3;
-
- // Other gBuffer components indices
- // private static readonly int GBufferNormalSmoothnessIndex = 2;
- // private static readonly int GbufferDepthIndex = 4;
- // private static readonly int GBufferRenderingLayersIndex = 5;
-
- // Components marked as optional are only present when the pipeline requests it.
- // If for example there is no rendering layers texture, _GBuffer5 will contain the ShadowMask texture
- private static readonly int[] s_GBufferShaderPropertyIDs = new int[]
- {
- // Contains Albedo Texture
- Shader.PropertyToID("_GBuffer0"),
-
- // Contains Specular Metallic Texture
- Shader.PropertyToID("_GBuffer1"),
-
- // Contains Normals and Smoothness, referenced as _CameraNormalsTexture in other shaders
- Shader.PropertyToID("_GBuffer2"),
-
- // Contains Lighting texture
- Shader.PropertyToID("_GBuffer3"),
-
- // Contains Depth texture, referenced as _CameraDepthTexture in other shaders (optional)
- Shader.PropertyToID("_GBuffer4"),
-
- // Contains Rendering Layers Texture, referenced as _CameraRenderingLayersTexture in other shaders (optional)
- Shader.PropertyToID("_GBuffer5"),
-
- // Contains ShadowMask texture (optional)
- Shader.PropertyToID("_GBuffer6")
- };
-
- private class PassData
- {
- // In this example, we want to use the gBuffer components in our pass.
- public TextureHandle[] gBuffer;
- public Material material;
- }
-
- public void Setup(Material material)
- {
- m_Material = material;
- }
-
- // This method will draw the contents of the gBuffer component requested in the shader
- static void ExecutePass(PassData data, RasterGraphContext context)
- {
- // Here, we read all the gBuffer components as an example even though the shader only needs one.
- // We still need to set it explicitly since it is not accessible globally (so the
- // shader won't have access to it by default).
- for (int i = 0; i < data.gBuffer.Length; i++)
- {
- data.material.SetTexture(s_GBufferShaderPropertyIDs[i], data.gBuffer[i]);
- }
-
- // Draw the gBuffer component requested by the shader over the geometry
- context.cmd.DrawProcedural(Matrix4x4.identity, data.material, 0, MeshTopology.Triangles, 3, 1);
- }
-
- // 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)
- {
- UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
- // The gBuffer components are only used in deferred mode
- if (m_Material == null || universalRenderingData.renderingMode != RenderingMode.Deferred)
- return;
-
- // Get the gBuffer texture handles stored in the resourceData
- UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
- TextureHandle[] gBuffer = resourceData.gBuffer;
-
- using (var builder = renderGraph.AddRasterRenderPass<PassData>(m_PassName, out var passData))
- {
- passData.material = m_Material;
-
- // For this pass, we want to write to the activeColorTexture, which is the gBuffer Lighting component (_GBuffer3) in the deferred path.
- builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
-
- // We are reading the gBuffer components in our pass, so we need call UseTexture on them.
- // When they are global, they can be all read with builder.UseAllGlobalTexture(true), but
- // in this pass they are not global.
- for (int i = 0; i < resourceData.gBuffer.Length; i++)
- {
- if (i == GbufferLightingIndex)
- {
- // We already specify we are writing to it above (SetRenderAttachment)
- continue;
- }
-
- builder.UseTexture(resourceData.gBuffer[i]);
- }
-
- // We need to set the gBuffer in the pass' data, otherwise the pass won't have access to it when it is executed.
- passData.gBuffer = gBuffer;
-
- // 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));
- }
- }
- }
-
- GBufferVisualizationRenderPass m_GBufferRenderPass;
- public Material m_Material;
-
- /// <inheritdoc/>
- public override void Create()
- {
- m_GBufferRenderPass = new GBufferVisualizationRenderPass
- {
- // This pass must be injected after rendering the deferred lights or later.
- renderPassEvent = RenderPassEvent.AfterRenderingDeferredLights
- };
- }
-
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
- {
- // The gBuffers are only used in the Deferred rendering path
- if (m_Material != null)
- {
- m_GBufferRenderPass.Setup(m_Material);
- renderer.EnqueuePass(m_GBufferRenderPass);
- }
- }
- }
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