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