Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Samples~ /URPRenderGraphSamples /GbufferVisualization /GbufferVisualizationRendererFeature.cs
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| // This example uses the gBuffer components in a RenderPass when they are not global. | |
| // The RenderPass will by default show the contents of the Specular Metallic Texture (_GBuffer2) on geometry in the scene, | |
| // but you can change the sampled gBuffer component by modifying the example shader. | |
| // Make sure to (1) set the rendering path to Deferred and (2) add a 3D object in your scene to see a result. | |
| public class GbufferVisualizationRendererFeature : ScriptableRendererFeature | |
| { | |
| class GBufferVisualizationRenderPass : ScriptableRenderPass | |
| { | |
| Material m_Material; | |
| string m_PassName = "Visualize GBuffer Components (and make gBuffer global)"; | |
| private static readonly int GbufferLightingIndex = 3; | |
| // Other gBuffer components indices | |
| // private static readonly int GBufferNormalSmoothnessIndex = 2; | |
| // private static readonly int GbufferDepthIndex = 4; | |
| // private static readonly int GBufferRenderingLayersIndex = 5; | |
| // Components marked as optional are only present when the pipeline requests it. | |
| // If for example there is no rendering layers texture, _GBuffer5 will contain the ShadowMask texture | |
| private static readonly int[] s_GBufferShaderPropertyIDs = new int[] | |
| { | |
| // Contains Albedo Texture | |
| Shader.PropertyToID("_GBuffer0"), | |
| // Contains Specular Metallic Texture | |
| Shader.PropertyToID("_GBuffer1"), | |
| // Contains Normals and Smoothness, referenced as _CameraNormalsTexture in other shaders | |
| Shader.PropertyToID("_GBuffer2"), | |
| // Contains Lighting texture | |
| Shader.PropertyToID("_GBuffer3"), | |
| // Contains Depth texture, referenced as _CameraDepthTexture in other shaders (optional) | |
| Shader.PropertyToID("_GBuffer4"), | |
| // Contains Rendering Layers Texture, referenced as _CameraRenderingLayersTexture in other shaders (optional) | |
| Shader.PropertyToID("_GBuffer5"), | |
| // Contains ShadowMask texture (optional) | |
| Shader.PropertyToID("_GBuffer6") | |
| }; | |
| private class PassData | |
| { | |
| // In this example, we want to use the gBuffer components in our pass. | |
| public TextureHandle[] gBuffer; | |
| public Material material; | |
| } | |
| public void Setup(Material material) | |
| { | |
| m_Material = material; | |
| } | |
| // This method will draw the contents of the gBuffer component requested in the shader | |
| static void ExecutePass(PassData data, RasterGraphContext context) | |
| { | |
| // Here, we read all the gBuffer components as an example even though the shader only needs one. | |
| // We still need to set it explicitly since it is not accessible globally (so the | |
| // shader won't have access to it by default). | |
| for (int i = 0; i < data.gBuffer.Length; i++) | |
| { | |
| data.material.SetTexture(s_GBufferShaderPropertyIDs[i], data.gBuffer[i]); | |
| } | |
| // Draw the gBuffer component requested by the shader over the geometry | |
| context.cmd.DrawProcedural(Matrix4x4.identity, data.material, 0, MeshTopology.Triangles, 3, 1); | |
| } | |
| // RecordRenderGraph is where the RenderGraph handle can be accessed, through which render passes can be added to the graph. | |
| // FrameData is a context container through which URP resources can be accessed and managed. | |
| public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) | |
| { | |
| UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>(); | |
| // The gBuffer components are only used in deferred mode | |
| if (m_Material == null || universalRenderingData.renderingMode != RenderingMode.Deferred) | |
| return; | |
| // Get the gBuffer texture handles stored in the resourceData | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| TextureHandle[] gBuffer = resourceData.gBuffer; | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(m_PassName, out var passData)) | |
| { | |
| passData.material = m_Material; | |
| // For this pass, we want to write to the activeColorTexture, which is the gBuffer Lighting component (_GBuffer3) in the deferred path. | |
| builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write); | |
| // We are reading the gBuffer components in our pass, so we need call UseTexture on them. | |
| // When they are global, they can be all read with builder.UseAllGlobalTexture(true), but | |
| // in this pass they are not global. | |
| for (int i = 0; i < resourceData.gBuffer.Length; i++) | |
| { | |
| if (i == GbufferLightingIndex) | |
| { | |
| // We already specify we are writing to it above (SetRenderAttachment) | |
| continue; | |
| } | |
| builder.UseTexture(resourceData.gBuffer[i]); | |
| } | |
| // We need to set the gBuffer in the pass' data, otherwise the pass won't have access to it when it is executed. | |
| passData.gBuffer = gBuffer; | |
| // Assigns the ExecutePass function to the render pass delegate. This will be called by the render graph when executing the pass. | |
| builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context)); | |
| } | |
| } | |
| } | |
| GBufferVisualizationRenderPass m_GBufferRenderPass; | |
| public Material m_Material; | |
| /// <inheritdoc/> | |
| public override void Create() | |
| { | |
| m_GBufferRenderPass = new GBufferVisualizationRenderPass | |
| { | |
| // This pass must be injected after rendering the deferred lights or later. | |
| renderPassEvent = RenderPassEvent.AfterRenderingDeferredLights | |
| }; | |
| } | |
| public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | |
| { | |
| // The gBuffers are only used in the Deferred rendering path | |
| if (m_Material != null) | |
| { | |
| m_GBufferRenderPass.Setup(m_Material); | |
| renderer.EnqueuePass(m_GBufferRenderPass); | |
| } | |
| } | |
| } | |