forked from BilalY/Rasagar
95 lines
3.4 KiB
Markdown
95 lines
3.4 KiB
Markdown
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# Render Requests
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You can use a render request in a C# script to trigger a Camera to render to a render texture, outside the Unity rendering loop.
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The request is processed sequentially in your script, so there's no callback involved.
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## Use RenderPipeline.StandardRequest
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`RenderPipeline.StandardRequest` renders the following:
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* A full stack of cameras in the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) (URP).
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* A single camera in the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html) (HDRP).
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The following code sample gets the output of the scriptable render pipeline when you select a GUI button. Attach the script to a camera and select **Enter Play Mode**.
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```c#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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[RequireComponent(typeof(Camera))]
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public class StandardRenderRequest : MonoBehaviour
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{
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[SerializeField]
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RenderTexture texture2D, texture2DArray, cubeMap, texture3D;
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// Render requests are sent when GUI button is selected
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private void OnGUI()
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{
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GUILayout.BeginVertical();
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if (GUILayout.Button("Render Request"))
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{
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SendRenderRequests();
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}
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GUILayout.EndVertical();
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}
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void SendRenderRequests()
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{
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Camera cam = GetComponent<Camera>();
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// Create a standard request
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RenderPipeline.StandardRequest request = new RenderPipeline.StandardRequest();
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// Check if the request is supported by the active render pipeline
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if (RenderPipeline.SupportsRenderRequest(cam, request))
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{
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// Submit the render request to the active render pipeline with different destination textures
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// 2D Texture
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request.destination = texture2D;
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// Render camera and fill texture2D with its view
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RenderPipeline.SubmitRenderRequest(cam, request);
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// 2D Array Texture
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request.destination = texture2DArray;
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for (int i = 0; i < texture2DArray.volumeDepth; i++)
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{
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request.slice = i;
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// Render camera and fill slice i of texture2DArray with its view
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RenderPipeline.SubmitRenderRequest(cam, request);
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}
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// Cubemap
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var faces = new[] {
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CubemapFace.NegativeX, CubemapFace.PositiveX,
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CubemapFace.NegativeY, CubemapFace.PositiveY,
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CubemapFace.NegativeZ, CubemapFace.PositiveZ
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};
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request.destination = cubeMap;
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foreach (var face in faces)
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{
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request.face = face;
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// Render camera and fill face of cubeMap with its view
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RenderPipeline.SubmitRenderRequest(cam, request);
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}
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// 3D Texture
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request.destination = texture3D;
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for (int i = 0; i < texture3D.volumeDepth; i++)
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{
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request.slice = i;
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// Render camera and fill slice i of texture3D with its view
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RenderPipeline.SubmitRenderRequest(cam, request);
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}
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}
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}
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}
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```
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## Other useful information
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* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/manual/User-Render-Requests.html).
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