forked from BilalY/Rasagar
3.4 KiB
3.4 KiB
Render Requests
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.
The request is processed sequentially in your script, so there's no callback involved.
Use RenderPipeline.StandardRequest
RenderPipeline.StandardRequest
renders the following:
- A full stack of cameras in the Universal Render Pipeline (URP).
- A single camera in the High Definition Render Pipeline (HDRP).
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.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
[RequireComponent(typeof(Camera))]
public class StandardRenderRequest : MonoBehaviour
{
[SerializeField]
RenderTexture texture2D, texture2DArray, cubeMap, texture3D;
// Render requests are sent when GUI button is selected
private void OnGUI()
{
GUILayout.BeginVertical();
if (GUILayout.Button("Render Request"))
{
SendRenderRequests();
}
GUILayout.EndVertical();
}
void SendRenderRequests()
{
Camera cam = GetComponent<Camera>();
// Create a standard request
RenderPipeline.StandardRequest request = new RenderPipeline.StandardRequest();
// Check if the request is supported by the active render pipeline
if (RenderPipeline.SupportsRenderRequest(cam, request))
{
// Submit the render request to the active render pipeline with different destination textures
// 2D Texture
request.destination = texture2D;
// Render camera and fill texture2D with its view
RenderPipeline.SubmitRenderRequest(cam, request);
// 2D Array Texture
request.destination = texture2DArray;
for (int i = 0; i < texture2DArray.volumeDepth; i++)
{
request.slice = i;
// Render camera and fill slice i of texture2DArray with its view
RenderPipeline.SubmitRenderRequest(cam, request);
}
// Cubemap
var faces = new[] {
CubemapFace.NegativeX, CubemapFace.PositiveX,
CubemapFace.NegativeY, CubemapFace.PositiveY,
CubemapFace.NegativeZ, CubemapFace.PositiveZ
};
request.destination = cubeMap;
foreach (var face in faces)
{
request.face = face;
// Render camera and fill face of cubeMap with its view
RenderPipeline.SubmitRenderRequest(cam, request);
}
// 3D Texture
request.destination = texture3D;
for (int i = 0; i < texture3D.volumeDepth; i++)
{
request.slice = i;
// Render camera and fill slice i of texture3D with its view
RenderPipeline.SubmitRenderRequest(cam, request);
}
}
}
}