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293 lines
8.7 KiB
Markdown
293 lines
8.7 KiB
Markdown
---
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uid: urp-write-a-scriptable-render-pass
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---
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# Write a Scriptable Render Pass in Compatibility Mode
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[!include[](../snippets/note-compatibility-mode.md)]
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The following example is a `ScriptableRenderPass` instance that performs the following steps:
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1. Creates a temporary render texture using the `RenderTextureDescriptor` API.
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2. Applies two passes of the [custom shader](#example-shader) to the camera output using the `RTHandle` and the `Blit` API.
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After you write a Scriptable Render Pass, you can inject the render pass using one of the following methods:
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- [Use the `RenderPipelineManager` API](../customize/inject-render-pass-via-script.md)
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- [Use a Scriptable Renderer Feature](scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.md)
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## Create the scriptable Render Pass
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This section demonstrates how to create a scriptable Render Pass.
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1. Create a new C# script and name it `RedTintRenderPass.cs`.
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2. In the script, remove the code that Unity inserted in the `RedTintRenderPass` class. Add the following `using` directive:
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```C#
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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```
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3. Create the `RedTintRenderPass` class that inherits from the **ScriptableRenderPass** class.
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```C#
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public class RedTintRenderPass : ScriptableRenderPass
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```
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4. Add the `Execute` method to the class. Unity calls this method every frame, once for each camera. This method lets you implement the rendering logic of the scriptable Render Pass.
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```C#
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{ }
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```
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Below is the complete code for the RedTintRenderPass.cs file from this section.
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```C#
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class RedTintRenderPass : ScriptableRenderPass
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{
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public override void Execute(ScriptableRenderContext context,
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ref RenderingData renderingData)
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{
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}
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}
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```
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## Implement the settings for the custom render pass
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1. Add a field for the Material, and the constructor that uses the field.
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```C#
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private Material material;
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public RedTintRenderPass(Material material)
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{
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this.material = material;
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}
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```
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2. Add the `RenderTextureDescriptor` field and initialize it in the constructor:
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```C#
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using UnityEngine;
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private RenderTextureDescriptor textureDescriptor;
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public RedTintRenderPass(Material material)
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{
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this.material = material;
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textureDescriptor = new RenderTextureDescriptor(Screen.width,
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Screen.height, RenderTextureFormat.Default, 0);
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}
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```
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3. Declare the `RTHandle` field to store the reference to the temporary red tint texture.
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```C#
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private RTHandle textureHandle;
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```
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4. Implement the `Configure` method. Unity calls this method before executing the render pass.
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```C#
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public override void Configure(CommandBuffer cmd,
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RenderTextureDescriptor cameraTextureDescriptor)
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{
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//Set the red tint texture size to be the same as the camera target size.
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textureDescriptor.width = cameraTextureDescriptor.width;
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textureDescriptor.height = cameraTextureDescriptor.height;
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//Check if the descriptor has changed, and reallocate the RTHandle if necessary.
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RenderingUtils.ReAllocateIfNeeded(ref textureHandle, textureDescriptor);
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}
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```
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5. Use the Blit method to apply the two render passes from the custom shader to the camera output.
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```C#
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public override void Execute(ScriptableRenderContext context,
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ref RenderingData renderingData)
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{
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//Get a CommandBuffer from pool.
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CommandBuffer cmd = CommandBufferPool.Get();
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RTHandle cameraTargetHandle =
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renderingData.cameraData.renderer.cameraColorTargetHandle;
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// Blit from the camera target to the temporary render texture,
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// using the first shader pass.
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Blit(cmd, cameraTargetHandle, textureHandle, material, 0);
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// Blit from the temporary render texture to the camera target,
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// using the second shader pass.
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Blit(cmd, textureHandle, cameraTargetHandle, material, 1);
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//Execute the command buffer and release it back to the pool.
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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```
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6. Implement the `Dispose` method that destroys the Material and the temporary render texture after the render pass execution.
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```C#
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public void Dispose()
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{
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#if UNITY_EDITOR
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if (EditorApplication.isPlaying)
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{
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Object.Destroy(material);
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}
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else
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{
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Object.DestroyImmediate(material);
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}
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#else
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Object.Destroy(material);
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#endif
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if (textureHandle != null) textureHandle.Release();
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}
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```
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### <a name="code-render-pass"></a>Custom render pass code
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Below is the complete code for the custom Render Pass script.
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```C#
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class RedTintRenderPass : ScriptableRenderPass
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{
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private Material material;
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private RenderTextureDescriptor textureDescriptor;
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private RTHandle textureHandle;
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public RedTintRenderPass(Material material)
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{
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this.material = material;
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textureDescriptor = new RenderTextureDescriptor(Screen.width,
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Screen.height, RenderTextureFormat.Default, 0);
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}
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public override void Configure(CommandBuffer cmd,
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RenderTextureDescriptor cameraTextureDescriptor)
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{
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// Set the texture size to be the same as the camera target size.
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textureDescriptor.width = cameraTextureDescriptor.width;
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textureDescriptor.height = cameraTextureDescriptor.height;
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// Check if the descriptor has changed, and reallocate the RTHandle if necessary
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RenderingUtils.ReAllocateIfNeeded(ref textureHandle, textureDescriptor);
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}
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public override void Execute(ScriptableRenderContext context,
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ref RenderingData renderingData)
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{
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//Get a CommandBuffer from pool.
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CommandBuffer cmd = CommandBufferPool.Get();
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RTHandle cameraTargetHandle =
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renderingData.cameraData.renderer.cameraColorTargetHandle;
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// Blit from the camera target to the temporary render texture,
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// using the first shader pass.
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Blit(cmd, cameraTargetHandle, textureHandle, material, 0);
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// Blit from the temporary render texture to the camera target,
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// using the second shader pass.
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Blit(cmd, textureHandle, cameraTargetHandle, material, 1);
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//Execute the command buffer and release it back to the pool.
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public void Dispose()
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{
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#if UNITY_EDITOR
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if (EditorApplication.isPlaying)
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{
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Object.Destroy(material);
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}
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else
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{
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Object.DestroyImmediate(material);
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}
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#else
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Object.Destroy(material);
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#endif
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if (textureHandle != null) textureHandle.Release();
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}
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}
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```
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## <a name="example-shader"></a>The custom shader for the red tint effect
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This section contains the code for the custom shader that implements the red tint effect.
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```c++
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Shader "CustomEffects/RedTint"
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{
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// The Blit.hlsl file provides the vertex shader (Vert),
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// the input structure (Attributes), and the output structure (Varyings)
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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float4 RedTint (Varyings input) : SV_Target
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{
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float3 color = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord).rgb;
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return float4(1, color.gb, 1);
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}
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float4 SimpleBlit (Varyings input) : SV_Target
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{
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float3 color = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord).rgb;
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return float4(color.rgb, 1);
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}
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ENDHLSL
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SubShader
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{
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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "RedTint"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment RedTint
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ENDHLSL
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}
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Pass
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{
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Name "SimpleBlit"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment SimpleBlit
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ENDHLSL
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}
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}
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}
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``` |