Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Samples~ /URPRenderGraphSamples /Blit /CopyRenderFeature.cs
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using UnityEngine.Rendering.RenderGraphModule.Util; | |
| using UnityEngine.Rendering.Universal; | |
| // This example copies the active color texture to a new texture. This example is for API demonstrative purposes, | |
| // so the new texture is not used anywhere else in the frame, you can use the frame debugger to verify its contents. | |
| public class CopyRenderFeature : ScriptableRendererFeature | |
| { | |
| class CopyRenderPass : ScriptableRenderPass | |
| { | |
| public CopyRenderPass() | |
| { | |
| //The pass will read the current color texture. That needs to be an intermediate texture. It's not supported to use the BackBuffer as input texture. | |
| //By setting this property, URP will automatically create an intermediate texture. | |
| //It's good practice to set it here and not from the RenderFeature. This way, the pass is selfcontaining and you can use it to directly enqueue the pass from a monobehaviour without a RenderFeature. | |
| requiresIntermediateTexture = true; | |
| } | |
| // This is where the renderGraph handle can be accessed. | |
| // Each ScriptableRenderPass can use the RenderGraph handle to add multiple render passes to the render graph | |
| public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) | |
| { | |
| const string passName = "Copy To or From Temp Texture"; | |
| // UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures | |
| // The active color and depth textures are the main color and depth buffers that the camera renders into | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| // The destination texture is created here, | |
| // the texture is created with the same dimensions as the active color texture | |
| var source = resourceData.activeColorTexture; | |
| var destinationDesc = renderGraph.GetTextureDesc(source); | |
| destinationDesc.name = $"CameraColor-{passName}"; | |
| destinationDesc.clearBuffer = false; | |
| TextureHandle destination = renderGraph.CreateTexture(destinationDesc); | |
| if (RenderGraphUtils.CanAddCopyPassMSAA()) | |
| { | |
| // This simple pass copies the active color texture to a new texture. | |
| renderGraph.AddCopyPass(resourceData.activeColorTexture, destination, passName: passName); | |
| //Need to copy back otherwise the pass gets culled since the result of the previous copy is not read. This is just for demonstration purposes. | |
| renderGraph.AddCopyPass(destination, resourceData.activeColorTexture, passName: passName); | |
| } | |
| else | |
| { | |
| Debug.Log("Can't add the copy pass due to MSAA"); | |
| } | |
| } | |
| } | |
| CopyRenderPass m_CopyRenderPass; | |
| /// <inheritdoc/> | |
| public override void Create() | |
| { | |
| m_CopyRenderPass = new CopyRenderPass(); | |
| // Configures where the render pass should be injected. | |
| m_CopyRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; | |
| } | |
| // Here you can inject one or multiple render passes in the renderer. | |
| // This method is called when setting up the renderer once per-camera. | |
| public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | |
| { | |
| renderer.EnqueuePass(m_CopyRenderPass); | |
| } | |
| } | |