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#pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member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