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

171 lines
8.3 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
// MERGING: This pass can be merged with Draw Objects Pass and Draw Skybox pass if you set the m_PassEvent in
// the inspector to After Rendering Opagues and set the texture type to Normal.
// Your can observe this merging in the Render Graph Visualizer. If set to After Rendering Post Processing we
// can now see that the pass isn't merged with any thing.
// About MERGING: To merge two RG passes they need to be recorded within the same RecordRenderGraph function.
// The Graph will automatically determine when to break render passes as well as the load and
// store actions to apply to these render passes. To do this, the graph will analyze the use of
// textures. E.g. when a texture is used twice in a row as a active render target, the two render
// graph passes will be merged in a single render pass with two surpasses. On the other hand if a
// render target is sampled as a texture in a later pass this render target will be stored
// (and possibly resolved) and the render pass will be broken up.
// This RenderFeature shows how to used RenderGraph to output a specific texture used in URP, how a texture
// can be attached by name to a material and how two render passes can be merged if executed in the correct order.
public class OutputTextureRendererFeature : ScriptableRendererFeature
{
// Enum used to select which texture you want to output.
[Serializable]
enum TextureType
{
OpaqueColor,
Depth,
Normal,
MotionVector,
}
// Function to fetch the texture given the resource data and the texture type you want.
static TextureHandle GetTextureHandleFromType(UniversalResourceData resourceData, TextureType textureType)
{
switch (textureType)
{
case TextureType.OpaqueColor:
return resourceData.cameraOpaqueTexture;
case TextureType.Depth:
return resourceData.cameraDepthTexture;
case TextureType.Normal:
return resourceData.cameraNormalsTexture;
case TextureType.MotionVector:
return resourceData.motionVectorColor;
default:
return TextureHandle.nullHandle;
}
}
// Pass which outputs a texture from rendering to inspect a texture
class OutputTexturePass : ScriptableRenderPass
{
// The texture name you wish to bind the texture handle to for a given material.
string m_TextureName;
// The texture type you want to retrive from URP.
TextureType m_TextureType;
// The material used for blitting to the color output.
Material m_Material;
// Function set setup the ConfigureInput() and transfer the renderer feature settings to the render pass.
public void Setup(string textureName, TextureType textureType, Material material)
{
// Setup code to trigger each corrspoinding texture is ready for use one the pass is run.
if (textureType == TextureType.OpaqueColor)
ConfigureInput(ScriptableRenderPassInput.Color);
else if (textureType == TextureType.Depth)
ConfigureInput(ScriptableRenderPassInput.Depth);
else if (textureType == TextureType.Normal)
ConfigureInput(ScriptableRenderPassInput.Normal);
else if (textureType == TextureType.MotionVector)
ConfigureInput(ScriptableRenderPassInput.Motion);
// Setup the texture name, type and material used when blitting.
// In this example we will use a mateial using a custom name for the input texture name when blitting.
// This texture name has to match the material texture input you are using.
m_TextureName = String.IsNullOrEmpty(textureName) ? "_InputTexture" : textureName;
// Texture type selects which input we would like to retrive from the camera.
m_TextureType = textureType;
// The material is used to blit the texture to the cameras color attachment.
m_Material = material;
}
// PassData is used to pass data when recording to the execution of the pass.
class PassData
{
// Texture name used for the material.
public string textureName;
// Texture handle to blit from.
public TextureHandle input;
// Material used for blitting.
public Material material;
}
// Records a render graph render pass which blits the BlitData's active texture back to the camera's color attachment.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Starts the recording of the render graph pass given the name of the pass
// and outputting the data used to pass data to the execution of the render function.
using (var builder = renderGraph.AddRasterRenderPass("OutputTexturePass", out PassData passData))
{
// Fetch UniversalResourceData from frameData to retrive the URP's texture handles.
var resourceData = frameData.Get<UniversalResourceData>();
// Sets the texture name for the data which carries the data to the render function.
passData.textureName = m_TextureName;
// Sets the texture handle input using the helper function to fetch the correct handle from resourceData.
passData.input = GetTextureHandleFromType(resourceData, m_TextureType);
// Checks if the texture handle used as input is valid.
if (!passData.input.IsValid()) {
Debug.Log("Input texture is not created, skipping OutputTexturePass.");
return;
}
// Sets the material for the render function data.
passData.material = m_Material;
// Sets input attachment to the texture handle retrived before.
builder.UseTexture(passData.input);
// Sets output attachment 0 to the cameras active color texture.
builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
// Sets the render function which is called after the recording is done and the pass is executed.
builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) => ExecutePass(data, rgContext));
}
}
// ExecutePass is the render function set in the render graph recordings.
// This is good practice to avoid using variables outside of the lambda it is called from.
// It is static to avoid using member variables which could cause unintended behaviour.
static void ExecutePass(PassData data, RasterGraphContext rgContext)
{
// We need to set the texture for the material using the texture handle and the texture name.
data.material.SetTexture(data.textureName, data.input);
// Draw procedural
rgContext.cmd.DrawProcedural(Matrix4x4.identity, data.material, 0, MeshTopology.Triangles, 3);
}
}
// Inputs in the inspector to change the settings for the renderer feature.
[SerializeField]
RenderPassEvent m_PassEvent;
[SerializeField]
string m_TextureName = "_InputTexture";
[SerializeField]
TextureType m_TextureType;
[SerializeField]
Material m_Material;
OutputTexturePass m_ScriptablePass;
/// <inheritdoc/>
public override void Create()
{
m_ScriptablePass = new OutputTexturePass();
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = m_PassEvent;
}
// 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)
{
// Setup the correct data for the render pass, and transfers the data from the renderer feature to the render pass.
m_ScriptablePass.Setup(m_TextureName, m_TextureType, m_Material);
renderer.EnqueuePass(m_ScriptablePass);
}
}