61 lines
2.1 KiB
C#
61 lines
2.1 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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// This pass creates an RTHandle and blits the camera color to it.
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// The RTHandle is then set as a global texture, which is available to shaders in the scene.
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public class BlitToRTHandlePass : ScriptableRenderPass
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{
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private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("BlitToRTHandle_CopyColor");
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private RTHandle m_InputHandle;
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private RTHandle m_OutputHandle;
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private const string k_OutputName = "_CopyColorTexture";
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private int m_OutputId = Shader.PropertyToID(k_OutputName);
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private Material m_Material;
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public BlitToRTHandlePass(RenderPassEvent evt, Material mat)
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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 SetInput(RTHandle src)
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{
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// The Renderer Feature uses this variable to set the input RTHandle.
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m_InputHandle = src;
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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// Configure the custom RTHandle
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var desc = cameraTextureDescriptor;
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desc.depthBufferBits = 0;
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desc.msaaSamples = 1;
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RenderingUtils.ReAllocateIfNeeded(ref m_OutputHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_OutputName );
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// Set the RTHandle as the output target
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ConfigureTarget(m_OutputHandle);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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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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// Blit the input RTHandle to the output one
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Blitter.BlitCameraTexture(cmd, m_InputHandle, m_OutputHandle, m_Material, 0);
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// Make the output texture available for the shaders in the scene
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cmd.SetGlobalTexture(m_OutputId, m_OutputHandle.nameID);
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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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public void Dispose()
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{
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m_InputHandle?.Release();
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m_OutputHandle?.Release();
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}
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} |