Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Samples~ /URPRenderGraphSamples /FramebufferFetch /FrameBufferFetchRenderFeature.cs
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using UnityEngine.Rendering.RenderGraphModule.Util; | |
| using UnityEngine.Rendering.Universal; | |
| // This example copies the target of the previous pass to a new texture using a custom material and framebuffer fetch. 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. | |
| // Framebuffer fetch: this is an advanced TBDR GPU optimization that allows subpasses to read the output of previous subpasses directly from the framebuffer, | |
| // greatly reducing the bandwidth usage. | |
| public class FrameBufferFetchRenderFeature : ScriptableRendererFeature | |
| { | |
| class FrameBufferFetchPass : ScriptableRenderPass | |
| { | |
| private Material m_BlitMaterial; | |
| private Material m_FBFetchMaterial; | |
| public FrameBufferFetchPass( Material fbFetchMaterial) | |
| { | |
| m_FBFetchMaterial = fbFetchMaterial; | |
| //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. This has a performance cost so don't set this if you don't need it. | |
| //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 class stores the data needed by the pass, passed as parameter to the delegate function that executes the pass | |
| private class PassData | |
| { | |
| internal TextureHandle src; | |
| internal Material material; | |
| internal bool useMSAA; | |
| } | |
| // This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass | |
| static void ExecuteFBFetchPass(PassData data, RasterGraphContext context) | |
| { | |
| context.cmd.DrawProcedural(Matrix4x4.identity, data.material, data.useMSAA? 1 : 0, MeshTopology.Triangles, 3, 1, null); | |
| } | |
| private void FBFetchPass(RenderGraph renderGraph, ContextContainer frameData, TextureHandle source, TextureHandle destination, bool useMSAA) | |
| { | |
| string passName = "FrameBufferFetchPass"; | |
| // This simple pass copies the target of the previous pass to a new texture using a custom material and framebuffer fetch. This sample 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. | |
| // add a raster render pass to the render graph, specifying the name and the data type that will be passed to the ExecutePass function | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData)) | |
| { | |
| // Fill the pass data | |
| passData.material = m_FBFetchMaterial; | |
| passData.useMSAA = useMSAA; | |
| // We declare the src as input attachment. This is required for Frame buffer fetch. | |
| builder.SetInputAttachment(source, 0, AccessFlags.Read); | |
| // Setup as a render target via UseTextureFragment, which is the equivalent of using the old cmd.SetRenderTarget | |
| builder.SetRenderAttachment(destination, 0); | |
| // We disable culling for this pass for the demonstrative purpose of this sample, as normally this pass would be culled, | |
| // since the destination texture is not used anywhere else | |
| builder.AllowPassCulling(false); | |
| // Assign the ExecutePass function to the render pass delegate, which will be called by the render graph when executing the pass | |
| builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecuteFBFetchPass(data, context)); | |
| } | |
| } | |
| // 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) | |
| { | |
| // This pass showcases how to implement framebuffer fetch: this is an advanced TBDR GPU optimization | |
| // that allows subpasses to read the output of previous subpasses directly from the framebuffer, reducing greatly the bandwidth usage. | |
| // The first pass BlitPass simply copies the Camera Color in a temporary render target, the second pass FBFetchPass copies the temporary render target | |
| // to another render target using framebuffer fetch. | |
| // As a result, the passes are merged (you can verify in the RenderGraph Visualizer) and the bandwidth usage is reduced, since we can discard the temporary render target. | |
| // 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 | |
| var 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 = "FBFetchDestTexture"; | |
| destinationDesc.clearBuffer = false; | |
| if (destinationDesc.msaaSamples == MSAASamples.None || RenderGraphUtils.CanAddCopyPassMSAA()) | |
| { | |
| TextureHandle fbFetchDestination = renderGraph.CreateTexture(destinationDesc); | |
| FBFetchPass(renderGraph, frameData, source, fbFetchDestination, destinationDesc.msaaSamples != MSAASamples.None); | |
| //Copy back the FBF output to the camera color to easily see the result in the game view | |
| //This copy pass also uses FBF under the hood. All the passes should be merged this way and the destination attachment should be memoryless (no load/store of memory). | |
| renderGraph.AddCopyPass(fbFetchDestination, source, passName: "Copy Back FF Destination (also using FBF)"); | |
| } | |
| else | |
| { | |
| Debug.Log("Can't add the FBF pass and the copy pass due to MSAA"); | |
| } | |
| } | |
| } | |
| FrameBufferFetchPass m_FbFetchPass; | |
| public Material m_FBFetchMaterial; | |
| /// <inheritdoc/> | |
| public override void Create() | |
| { | |
| m_FbFetchPass = new FrameBufferFetchPass(m_FBFetchMaterial); | |
| // Configures where the render pass should be injected. | |
| m_FbFetchPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents; | |
| } | |
| // 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) | |
| { | |
| // Early exit if there are no materials. | |
| if (m_FBFetchMaterial == null) | |
| { | |
| Debug.LogWarning( this.name + " material is null and will be skipped."); | |
| return; | |
| } | |
| renderer.EnqueuePass(m_FbFetchPass); | |
| } | |
| } | |