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68
Assets/_Game/Settings/Render Pipeline/GrabTex.cs
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68
Assets/_Game/Settings/Render Pipeline/GrabTex.cs
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class GrabTex : ScriptableRendererFeature
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{
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class CustomRenderPass : ScriptableRenderPass
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{
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static string rt_Name = "_GrabTex";
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static int rt_ID = Shader.PropertyToID(rt_Name);
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// This method is called before executing the render pass.
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in a performant manner.
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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RenderTextureDescriptor descriptor = new RenderTextureDescriptor(1920, 1080, RenderTextureFormat.DefaultHDR, 0);
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cmd.GetTemporaryRT(rt_ID, descriptor);
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ConfigureTarget(rt_ID);
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ConfigureClear(ClearFlag.Color, Color.black);
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}
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// Here you can implement the rendering logic.
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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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("tmpcmd");
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cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget, rt_ID);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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cmd.Release();
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}
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// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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cmd.ReleaseTemporaryRT(rt_ID);
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}
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}
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CustomRenderPass m_ScriptablePass;
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/// <inheritdoc/>
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public override void Create()
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{
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m_ScriptablePass = new CustomRenderPass();
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// Configures where the render pass should be injected.
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m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(m_ScriptablePass);
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}
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}
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