Created
September 6, 2022 19:31
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Example of a URP Renderer Feature that can render objects (by layer mask) to a global texture
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class RenderObjectsToTextureFeature : ScriptableRendererFeature | |
{ | |
public RenderObjectsToTexturePass.Settings Settings = new(); | |
private RenderObjectsToTexturePass _renderPass; | |
public override void Create() | |
{ | |
_renderPass = new RenderObjectsToTexturePass(name, Settings); | |
} | |
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | |
{ | |
_renderPass.Setup(renderingData.cameraData.cameraTargetDescriptor); | |
renderer.EnqueuePass(_renderPass); | |
} | |
} | |
public class RenderObjectsToTexturePass : ScriptableRenderPass | |
{ | |
private const int DepthBufferBits = 32; | |
private readonly Settings _settings; | |
private RenderTextureDescriptor _descriptor; | |
private FilteringSettings _filteringSettings; | |
private RenderTargetHandle _tempTextureHandle; | |
private RenderTargetHandle _textureHandle; | |
[Serializable] | |
public class Settings | |
{ | |
[Flags] | |
public enum LightModeTags | |
{ | |
None = 0, | |
SRPDefaultUnlit = 1 << 0, | |
UniversalForward = 1 << 1, | |
UniversalForwardOnly = 1 << 2, | |
LightweightForward = 1 << 3, | |
DepthNormals = 1 << 4, | |
DepthOnly = 1 << 5, | |
Standard = SRPDefaultUnlit | UniversalForward | UniversalForwardOnly | LightweightForward, | |
} | |
public Material Material; | |
public int MaterialPassIndex = -1; // -1 means render all passes | |
public Material BlitMaterial; | |
public int BlitMaterialPassIndex = -1; // -1 means render all passes | |
public RenderPassEvent RenderPassEvent = RenderPassEvent.AfterRenderingOpaques; | |
public ScriptableRenderPassInput RenderPassInput = ScriptableRenderPassInput.None; | |
[Range(0, 5000)] | |
public int RenderQueueLowerBound; | |
[Range(0, 5000)] | |
public int RenderQueueUpperBound = 2499; | |
public RenderTextureFormat ColorFormat = RenderTextureFormat.ARGB32; | |
public SortingCriteria SortingCriteria = SortingCriteria.CommonOpaque; | |
public LayerMask LayerMask = -1; | |
public string TextureName = "_MyTexture"; | |
public LightModeTags LightMode = LightModeTags.Standard; | |
public GlobalKeyword[] GlobalShaderKeywords; | |
[Serializable] | |
public struct GlobalKeyword | |
{ | |
public enum Mode | |
{ | |
None, | |
Enable, | |
Disable, | |
} | |
public string Name; | |
public bool Disabled; | |
public Mode BeforeRenderMode; | |
public Mode AfterRenderMode; | |
} | |
public RenderQueueRange RenderQueueRange => new(RenderQueueLowerBound, RenderQueueUpperBound); | |
public List<ShaderTagId> LightModeShaderTags | |
{ | |
get | |
{ | |
var tags = new List<ShaderTagId>(); | |
if (LightMode.HasFlag(LightModeTags.SRPDefaultUnlit)) | |
{ | |
tags.Add(new ShaderTagId("SRPDefaultUnlit")); | |
} | |
if (LightMode.HasFlag(LightModeTags.UniversalForward)) | |
{ | |
tags.Add(new ShaderTagId("UniversalForward")); | |
} | |
if (LightMode.HasFlag(LightModeTags.UniversalForwardOnly)) | |
{ | |
tags.Add(new ShaderTagId("UniversalForwardOnly")); | |
} | |
if (LightMode.HasFlag(LightModeTags.LightweightForward)) | |
{ | |
tags.Add(new ShaderTagId("LightweightForward")); | |
} | |
if (LightMode.HasFlag(LightModeTags.DepthNormals)) | |
{ | |
tags.Add(new ShaderTagId("DepthNormals")); | |
} | |
if (LightMode.HasFlag(LightModeTags.DepthOnly)) | |
{ | |
tags.Add(new ShaderTagId("DepthOnly")); | |
} | |
return tags; | |
} | |
} | |
} | |
public RenderObjectsToTexturePass(string profilingName, Settings settings) | |
{ | |
_settings = settings; | |
renderPassEvent = settings.RenderPassEvent; | |
profilingSampler = new ProfilingSampler(profilingName); | |
_filteringSettings = new FilteringSettings(settings.RenderQueueRange, settings.LayerMask.value); | |
_textureHandle.Init(settings.TextureName); | |
_tempTextureHandle.Init("_TempBlitMaterialTexture"); | |
} | |
public void Setup(RenderTextureDescriptor baseDescriptor) | |
{ | |
baseDescriptor.colorFormat = _settings.ColorFormat; | |
baseDescriptor.depthBufferBits = DepthBufferBits; | |
// Depth-Only pass don't use MSAA | |
baseDescriptor.msaaSamples = 1; | |
_descriptor = baseDescriptor; | |
ConfigureInput(_settings.RenderPassInput); | |
} | |
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) | |
{ | |
cmd.GetTemporaryRT(_textureHandle.id, _descriptor, FilterMode.Point); | |
ConfigureTarget(_textureHandle.Identifier()); | |
ConfigureClear(ClearFlag.All, Color.clear); | |
cmd.GetTemporaryRT(_tempTextureHandle.id, _descriptor, FilterMode.Point); | |
} | |
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
{ | |
DrawingSettings drawingSettings = CreateDrawingSettings( | |
_settings.LightModeShaderTags, | |
ref renderingData, | |
_settings.SortingCriteria | |
); | |
drawingSettings.overrideMaterial = _settings.Material; | |
drawingSettings.overrideMaterialPassIndex = _settings.MaterialPassIndex; | |
CommandBuffer cmd = CommandBufferPool.Get(); | |
using (new ProfilingScope(cmd, profilingSampler)) | |
{ | |
UpdateKeywordsBeforeRender(cmd); | |
context.ExecuteCommandBuffer(cmd); | |
cmd.Clear(); | |
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _filteringSettings); | |
if (_settings.BlitMaterial != null) | |
{ | |
Blit( | |
cmd, | |
_textureHandle.Identifier(), | |
_tempTextureHandle.Identifier(), | |
_settings.BlitMaterial, | |
_settings.BlitMaterialPassIndex | |
); | |
Blit(cmd, _tempTextureHandle.Identifier(), _textureHandle.Identifier()); | |
} | |
cmd.SetGlobalTexture(_settings.TextureName, _textureHandle.Identifier()); | |
UpdateKeywordsAfterRender(cmd); | |
} | |
context.ExecuteCommandBuffer(cmd); | |
CommandBufferPool.Release(cmd); | |
} | |
public override void OnCameraCleanup(CommandBuffer cmd) | |
{ | |
if (cmd == null) | |
{ | |
throw new ArgumentNullException("cmd"); | |
} | |
cmd.ReleaseTemporaryRT(_tempTextureHandle.id); | |
} | |
private void UpdateKeywordsBeforeRender(CommandBuffer cmd) | |
{ | |
if (_settings.GlobalShaderKeywords == null) | |
{ | |
return; | |
} | |
foreach (Settings.GlobalKeyword keyword in _settings.GlobalShaderKeywords) | |
{ | |
if (keyword.Disabled) | |
{ | |
continue; | |
} | |
switch (keyword.BeforeRenderMode) | |
{ | |
case Settings.GlobalKeyword.Mode.None: | |
break; | |
case Settings.GlobalKeyword.Mode.Enable: | |
cmd.EnableShaderKeyword(keyword.Name); | |
break; | |
case Settings.GlobalKeyword.Mode.Disable: | |
cmd.DisableShaderKeyword(keyword.Name); | |
break; | |
default: | |
throw new ArgumentOutOfRangeException(); | |
} | |
} | |
} | |
private void UpdateKeywordsAfterRender(CommandBuffer cmd) | |
{ | |
if (_settings.GlobalShaderKeywords == null) | |
{ | |
return; | |
} | |
foreach (Settings.GlobalKeyword keyword in _settings.GlobalShaderKeywords) | |
{ | |
if (keyword.Disabled) | |
{ | |
continue; | |
} | |
switch (keyword.AfterRenderMode) | |
{ | |
case Settings.GlobalKeyword.Mode.None: | |
break; | |
case Settings.GlobalKeyword.Mode.Enable: | |
cmd.EnableShaderKeyword(keyword.Name); | |
break; | |
case Settings.GlobalKeyword.Mode.Disable: | |
cmd.DisableShaderKeyword(keyword.Name); | |
break; | |
default: | |
throw new ArgumentOutOfRangeException(); | |
} | |
} | |
} | |
} |
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Oops, I guess that's what happens when you try copy and paste a bunch of code on your phone. Here is the RenderingHelpers class. It is worth noting that this is just a copy of an internal unity function inside of RenderingUtils.