study/first_study/Library/PackageCache/com.unity.render-pipelines.universal@d10049dfa479/Samples~/URPRenderGraphSamples/BlitWithFrameData/BlitRendererFeature.cs
jh04010421 739d49f1a0 Unity | 2026.01.20
수업 실습 파일
2026-01-20 11:01:57 +09:00

213 lines
9.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule.Util;
using UnityEngine.Rendering.Universal;
// Example of how Blit operations can be handled using frameData and multiple ScriptableRenderPasses.
// BlitStartRenderPass initializes the BlitData in the frameData and copies the camera's color attachment to a texture inside the BlitData.
// BlitRenderPass makes a blit for each material given to the RendererFeature.
// BlitEndRenderPass blits the resulting BlitData texture back to the camera's color attachment.
public class BlitRendererFeature : ScriptableRendererFeature
{
// The class living in frameData. It will take care of managing the texture resources.
public class BlitData : ContextItem
{
// Render graph texture handles.
TextureHandle m_TextureHandleFront;
TextureHandle m_TextureHandleBack;
// Bool to manage which texture is the most recent.
bool m_IsFront = true;
// The texture which contains the color buffer from the most recent blit operation.
public TextureHandle texture;
// Function used to initialize BlitData. Should be called before starting to use the class for each frame.
public void Init(RenderGraph renderGraph, TextureDesc targetDescriptor, string textureName = null)
{
// Checks if the texture name is valid and puts in default value if not.
var baseTexName = String.IsNullOrEmpty(textureName) ? "_BlitTextureData" : textureName;
targetDescriptor.filterMode = FilterMode.Bilinear;
targetDescriptor.wrapMode = TextureWrapMode.Clamp;
// We disable MSAA for the blit operations.
targetDescriptor.msaaSamples = MSAASamples.None;
// We disable the depth buffer, since we are only making transformations to the color buffer.
targetDescriptor.depthBufferBits = 0;
targetDescriptor.name = baseTexName + "Front";
m_TextureHandleFront = renderGraph.CreateTexture(targetDescriptor);
targetDescriptor.name = baseTexName + "Back";
m_TextureHandleBack = renderGraph.CreateTexture(targetDescriptor);
// Sets the active texture to the front buffer.
texture = m_TextureHandleFront;
}
// We will need to reset the texture handle after each frame to avoid leaking invalid texture handles
// since the texture handles only lives for one frame.
public override void Reset()
{
// Resets the color buffers to avoid carrying invalid references to the next frame.
// This could be BlitData texture handles from last frame which will now be invalid.
m_TextureHandleFront = TextureHandle.nullHandle;
m_TextureHandleBack = TextureHandle.nullHandle;
texture = TextureHandle.nullHandle;
// Reset the active texture to be the front buffer.
m_IsFront = true;
}
// For this function we don't take a material as argument to show that we should remember to reset values
// we don't use to avoid leaking values from last frame.
public void RecordBlitColor(RenderGraph renderGraph, ContextContainer frameData)
{
// Fetch UniversalResourceData from frameData to retrieve the camera's active color attachment.
var resourceData = frameData.Get<UniversalResourceData>();
// Check if BlitData's texture is valid if it isn't initialize BlitData.
if (!texture.IsValid())
{
// Set up the descriptor we use for BlitData. We use the camera color's descriptor as a start.
Init(renderGraph, resourceData.activeColorTexture.GetDescriptor(renderGraph));
}
// Copy the activeColorTexture to the current front texture
renderGraph.AddCopyPass(resourceData.activeColorTexture, texture, "BlitCameraColorToTexturePass");
}
// Records a render graph render pass which blits the BlitData's current front texture back to the camera's color attachment.
public void RecordBlitBackToColor(RenderGraph renderGraph, ContextContainer frameData)
{
// Check if BlitData's texture is valid if it isn't it hasn't been initialized or an error has occured.
if (!texture.IsValid()) return;
// Fetch UniversalResourceData from frameData to retrieve the camera's active color attachment.
var resourceData = frameData.Get<UniversalResourceData>();
// Copy the current front texture back to the activeColorTexture.
renderGraph.AddCopyPass(texture, resourceData.activeColorTexture, "BlitTextureToColorPass");
}
// This function blits the whole screen for a given material.
public void RecordFullScreenPass(RenderGraph renderGraph, string passName, Material material)
{
// Checks if the data is previously initialized and if the material is valid.
if (!texture.IsValid() || material == null)
{
Debug.LogWarning("Invalid input texture handle, will skip fullscreen pass.");
return;
}
// Switching the active texture handles to avoid blit. If we want the most recent
// texture we can simply look at the variable texture.
m_IsFront = !m_IsFront;
// Swap the active texture.
var destination = m_IsFront ? m_TextureHandleFront : m_TextureHandleBack;
// Setting data to be used when executing the render function.
var blitMaterialParameters = new RenderGraphUtils.BlitMaterialParameters(texture, destination, material, 0);
// Blit
renderGraph.AddBlitPass(blitMaterialParameters, passName);
// Update the texture after switching.
texture = destination;
}
}
// Initial render pass for the renderer feature which is run to initialize the data in frameData and copying
// the camera's color attachment to a texture inside BlitData so we can do transformations using blit.
class BlitStartRenderPass : ScriptableRenderPass
{
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Creating the data BlitData inside frameData.
var blitTextureData = frameData.Create<BlitData>();
// Copies the camera's color attachment to a texture inside BlitData.
blitTextureData.RecordBlitColor(renderGraph, frameData);
}
}
// Render pass which makes a blit for each material given to the renderer feature.
class BlitRenderPass : ScriptableRenderPass
{
List<Material> m_Materials;
// Setup function used to retrieve the materials from the renderer feature.
public void Setup(List<Material> materials)
{
m_Materials = materials;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Retrieves the BlitData from the current frame.
var blitTextureData = frameData.Get<BlitData>();
foreach(var material in m_Materials)
{
// Skip current cycle if the material is null since there is no need to blit if no
// transformation happens.
if (material == null) continue;
// Records the material blit pass.
blitTextureData.RecordFullScreenPass(renderGraph, $"Blit {material.name} Pass", material);
}
}
}
// Final render pass for copying the texture back to the camera's color attachment.
class BlitEndRenderPass : ScriptableRenderPass
{
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
// Retrieves the BlitData from the current frame and blit it back again to the camera's color attachment.
var blitTextureData = frameData.Get<BlitData>();
blitTextureData.RecordBlitBackToColor(renderGraph, frameData);
}
}
[SerializeField]
[Tooltip("Materials used for blitting. They will be blit in the same order they have in the list starting from index 0. ")]
List<Material> m_Materials;
BlitStartRenderPass m_StartPass;
BlitRenderPass m_BlitPass;
BlitEndRenderPass m_EndPass;
// Here you can create and initialize passes. This is called every time serialization happens.
public override void Create()
{
m_StartPass = new BlitStartRenderPass();
m_BlitPass = new BlitRenderPass();
m_EndPass = new BlitEndRenderPass();
// Configures where the render pass should be injected.
m_StartPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
m_BlitPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
m_EndPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
}
// 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)
{
// Early return if there is no texture to blit.
if (m_Materials == null || m_Materials.Count == 0) return;
// Pass the material to the blit render pass.
m_BlitPass.Setup(m_Materials);
// Since they have the same RenderPassEvent the order matters when enqueueing them.
renderer.EnqueuePass(m_StartPass);
renderer.EnqueuePass(m_BlitPass);
renderer.EnqueuePass(m_EndPass);
}
}