2025-05-01 01:48:08 -07:00

237 lines
9.1 KiB
Markdown

---
uid: urp-docfx-render-graph-pass-textures-between-passes
---
# Transfer a texture between render passes
You can transfer a texture between render passes, for example if you need to create a texture in one render pass and read it in a later render pass.
Use the following methods to transfer textures between render passes:
- [Add a texture to the frame data](#add-a-texture-to-the-frame-data)
- [Set a texture as a global texture](#set-a-texture-as-a-global-texture)
You can also store the texture outside the render passes, for example as a `TextureHandle` in a [Scriptable Renderer Feature](renderer-features/scriptable-renderer-features/scriptable-renderer-features-landing.md).
If you need to use make sure a texture is available across multiple frames, or that multiple cameras can access it, refer to [Import a texture into the render graph system](render-graph-import-a-texture.md) instead.
## Add a texture to the frame data
You can add a texture to the [frame data](accessing-frame-data.md) so you can fetch the texture in a later render pass.
Follow these steps:
1. Create a class that inherits [`ContextItem`](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/api/UnityEngine.Rendering.ContextItem.html) and contains a texture handle field.
For example:
```csharp
public class MyCustomData : ContextItem {
public TextureHandle textureToTransfer;
}
```
2. You must implement the `Reset()` method in your class, to reset the texture when the frame resets.
For example:
```csharp
public class MyCustomData : ContextItem {
public TextureHandle textureToTransfer;
public override void Reset()
{
textureToTransfer = TextureHandle.nullHandle;
}
}
```
3. In your `RecordRenderGraph` method, add an instance of your class to the frame data.
For example:
```csharp
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Get frame data", out var passData))
{
UniversalResourceData resourceData = frameContext.Get<UniversalResourceData>();
var customData = contextData.Create<MyCustomData>();
}
}
```
4. Set the texture handle to your texture.
For example:
```csharp
// Create texture properties that match the screen
RenderTextureDescriptor textureProperties = new RenderTextureDescriptor(Screen.width, Screen.height, RenderTextureFormat.Default, 0);
// Create the texture
TextureHandle texture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, textureProperties, "My texture", false);
// Set the texture in the custom data instance
customData.textureToTransfer = texture;
```
In a later render pass, in your `RecordRenderGraph` method, you can get your custom data and fetch your texture:
For example:
```csharp
// Get the custom data
MyCustomData fetchedData = frameData.Get<MyCustomData>();
// Get the texture
TextureHandle customTexture = customData.textureToTransfer;
```
For more information about frame data, refer to [Use frame data](accessing-frame-data.md).
### Example
The following example adds a `CustomData` class that contains a texture. The first render pass clears the texture to yellow, and the second render pass fetches the yellow texture and draws a triangle onto it.
```csharp
using UnityEngine;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering;
public class AddOwnTextureToFrameData : ScriptableRendererFeature
{
AddOwnTexturePass customPass1;
DrawTrianglePass customPass2;
public override void Create()
{
customPass1 = new AddOwnTexturePass();
customPass2 = new DrawTrianglePass();
customPass1.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
customPass2.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(customPass1);
renderer.EnqueuePass(customPass2);
}
// Create the first render pass, which creates a texture and adds it to the frame data
class AddOwnTexturePass : ScriptableRenderPass
{
class PassData
{
internal TextureHandle copySourceTexture;
}
// Create the custom data class that contains the new texture
public class CustomData : ContextItem {
public TextureHandle newTextureForFrameData;
public override void Reset()
{
newTextureForFrameData = TextureHandle.nullHandle;
}
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Create new texture", out var passData))
{
// Create a texture and set it as the render target
RenderTextureDescriptor textureProperties = new RenderTextureDescriptor(Screen.width, Screen.height, RenderTextureFormat.Default, 0);
TextureHandle texture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, textureProperties, "My texture", false);
CustomData customData = frameContext.Create<CustomData>();
customData.newTextureForFrameData = texture;
builder.SetRenderAttachment(texture, 0, AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
static void ExecutePass(PassData data, RasterGraphContext context)
{
// Clear the render target (the texture) to yellow
context.cmd.ClearRenderTarget(true, true, Color.yellow);
}
}
// Create the second render pass, which fetches the texture and writes to it
class DrawTrianglePass : ScriptableRenderPass
{
class PassData
{
// No local pass data needed
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Fetch texture and draw triangle", out var passData))
{
// Fetch the yellow texture from the frame data and set it as the render target
var customData = frameContext.Get<AddOwnTexturePass.CustomData>();
var customTexture = customData.newTextureForFrameData;
builder.SetRenderAttachment(customTexture, 0, AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
static void ExecutePass(PassData data, RasterGraphContext context)
{
// Generate a triangle mesh
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0) };
mesh.triangles = new int[] { 0, 1, 2 };
// Draw a triangle to the render target (the yellow texture)
context.cmd.DrawMesh(mesh, Matrix4x4.identity, new Material(Shader.Find("Universal Render Pipeline/Unlit")));
}
}
}
```
## Set a texture as a global texture
If you need to use a texture as the input for the shader on a GameObject, you can set a texture as a global texture. A global texture is available to all shaders and render passes.
Setting a texture as a global texture can make rendering slower. Refer to [SetGlobalTexture](https://docs.unity3d.com/ScriptReference/Shader.SetGlobalTexture.html).
Don't use an [unsafe render pass](render-graph-unsafe-pass.md) and `CommandBuffer.SetGlobal` to set a texture as a global texture, because it might cause errors.
To set a global texture, in the `RecordRenderGraph` method, use the [`SetGlobalTextureAfterPass`](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/api/UnityEngine.Rendering.RenderGraphModule.IBaseRenderGraphBuilder.html#UnityEngine_Rendering_RenderGraphModule_IBaseRenderGraphBuilder_SetGlobalTextureAfterPass_UnityEngine_Rendering_RenderGraphModule_TextureHandle__System_Int32_) method.
For example:
```csharp
// Allocate a global shader texture called _GlobalTexture
private int globalTextureID = Shader.PropertyToID("_GlobalTexture")
using (var builder = renderGraph.AddRasterRenderPass<PassData>("MyPass", out var passData)){
// Set a texture to the global texture
builder.SetGlobalTextureAfterPass(texture, globalTextureID);
}
```
If you don't already call `SetRenderFunc`, you must also add an empty render function. For example:
```csharp
builder.SetRenderFunc((PassData data, RasterGraphContext context) => { });
```
You can now:
- Access the texture in a different render pass, using the `UseGlobalTexture()` or `UseAllGlobalTextures()` API.
- Use the texture on any material in your scene.