Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Samples~ /URPRenderGraphSamples /UnsafePass /UnsafePassRenderFeature.cs
| using UnityEngine; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| // This example copies the active color texture to a new texture, it then downsamples the source texture twice. This example is for API demonstrative purposes, | |
| // so the new textures are not used anywhere else in the frame, you can use the frame debugger to verify their contents. | |
| // The key concept of this example, is the UnsafePass usage: these type of passes are unsafe and allow using command like SetRenderTarget() which are | |
| // not compatible with RasterRenderPasses. Using UnsafePasses means that the RenderGraph won't try to optimize the pass by merging it inside a NativeRenderPass. | |
| // In some cases using UnsafePasses makes sense, if for example we know that a set of adjacent passes are not mergeable, so this can optimize the RenderGraph | |
| // compiling times, on top of simplifying the multiple passes setup. | |
| public class UnsafePassRenderFeature : ScriptableRendererFeature | |
| { | |
| class UnsafePass : ScriptableRenderPass | |
| { | |
| // 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 source; | |
| internal TextureHandle destination; | |
| internal TextureHandle destinationHalf; | |
| internal TextureHandle destinationQuarter; | |
| } | |
| // This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass | |
| static void ExecutePass(PassData data, UnsafeGraphContext context) | |
| { | |
| // Set manually the RenderTarget for each blit. Each SetRenderTarget call would require a separate RasterCommandPass if we wanted | |
| // to setup RenderGraph for merging passes when possible. | |
| // In this case we know that these 3 subpasses are not compatible for merging, because RenderTargets have different dimensions, | |
| // so we simplify our code to use an unsafe pass, also saving RenderGraph processing time. | |
| // copy the current scene color | |
| CommandBuffer unsafeCmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); | |
| context.cmd.SetRenderTarget(data.destination); | |
| Blitter.BlitTexture(unsafeCmd, data.source, new Vector4(1, 1, 0, 0), 0, false); | |
| // downscale x2 | |
| context.cmd.SetRenderTarget(data.destinationHalf); | |
| Blitter.BlitTexture(unsafeCmd, data.destination, new Vector4(1, 1, 0, 0), 0, false); | |
| context.cmd.SetRenderTarget(data.destinationQuarter); | |
| Blitter.BlitTexture(unsafeCmd, data.destinationHalf, new Vector4(1, 1, 0, 0), 0, false); | |
| // upscale x2 | |
| context.cmd.SetRenderTarget(data.destinationHalf); | |
| Blitter.BlitTexture(unsafeCmd, data.destinationQuarter, new Vector4(1, 1, 0, 0), 0, false); | |
| context.cmd.SetRenderTarget(data.destination); | |
| Blitter.BlitTexture(unsafeCmd, data.destinationHalf, new Vector4(1, 1, 0, 0), 0, false); | |
| } | |
| // 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) | |
| { | |
| string passName = "Unsafe Pass"; | |
| // 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.AddUnsafePass<PassData>(passName, out var passData)) | |
| { | |
| // 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>(); | |
| // Fill up the passData with the data needed by the pass | |
| // Get the active color texture through the frame data, and set it as the source texture for the blit | |
| passData.source = resourceData.activeColorTexture; | |
| // The destination textures are created here, | |
| // the texture is created with the same dimensions as the active color texture, but with no depth buffer, being a copy of the color texture | |
| // we also disable MSAA as we don't need multisampled textures for this sample | |
| // the other two textures halve the resolution of the previous one | |
| var descriptor = passData.source.GetDescriptor(renderGraph); | |
| // We disable MSAA for the blit operations. | |
| descriptor.msaaSamples = MSAASamples.None; | |
| descriptor.clearBuffer = false; | |
| // Create a new temporary texture to keep the blit result. | |
| descriptor.name = "UnsafeTexture"; | |
| var destination = renderGraph.CreateTexture(descriptor); | |
| descriptor.width /= 2; | |
| descriptor.height /= 2; | |
| descriptor.name = "UnsafeTexture2"; | |
| var destinationHalf = renderGraph.CreateTexture(descriptor); | |
| descriptor.width /= 2; | |
| descriptor.height /= 2; | |
| descriptor.name = "UnsafeTexture3"; | |
| var destinationQuarter = renderGraph.CreateTexture(descriptor); | |
| passData.destination = destination; | |
| passData.destinationHalf = destinationHalf; | |
| passData.destinationQuarter = destinationQuarter; | |
| // We declare the src texture as an input dependency to this pass, via UseTexture() | |
| builder.UseTexture(passData.source); | |
| // UnsafePasses don't setup the outputs using UseTextureFragment/UseTextureFragmentDepth, you should specify your writes with UseTexture instead | |
| builder.UseTexture(passData.destination, AccessFlags.WriteAll); | |
| builder.UseTexture(passData.destinationHalf, AccessFlags.WriteAll); | |
| builder.UseTexture(passData.destinationQuarter, AccessFlags.WriteAll); | |
| // 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, UnsafeGraphContext context) => ExecutePass(data, context)); | |
| } | |
| } | |
| } | |
| UnsafePass m_UnsafePass; | |
| /// <inheritdoc/> | |
| public override void Create() | |
| { | |
| m_UnsafePass = new UnsafePass(); | |
| // Configures where the render pass should be injected. | |
| m_UnsafePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; | |
| } | |
| // 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_UnsafePass); | |
| } | |
| } | |