using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal; // This pass is a simplified version of the URP DepthOnlyPass. This pass renders depth to an RTHandle. // Unlike the original URP DepthOnlyPass, this example does not use the _CameraDepthTexture texture, and demonstrates how to copy from the depth buffer to a custom RTHandle instead. public class DepthBlitDepthOnlyPass : ScriptableRenderPass { private const string k_PassName = "DepthBlitDepthOnlyPass"; private ProfilingSampler m_ProfilingSampler = new ProfilingSampler(k_PassName); public RTHandle depthRT; // The RTHandle for storing the depth texture private RenderTextureDescriptor m_Desc; private FilterMode m_FilterMode; private TextureWrapMode m_WrapMode; private string m_Name; FilteringSettings m_FilteringSettings; private static readonly ShaderTagId k_ShaderTagId = new ShaderTagId("DepthOnly"); class PassData { public RendererListHandle rendererList; } public DepthBlitDepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, RenderTextureDescriptor desc, FilterMode filterMode, TextureWrapMode wrapMode, string name) { renderPassEvent = evt; m_Desc = desc; m_FilterMode = filterMode; m_WrapMode = wrapMode; m_Name = name; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); } // Unity calls the RecordRenderGraph method to add and configure one or more render passes in the render graph system. public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { UniversalRenderingData renderingData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); UniversalLightData lightData = frameData.Get(); DepthBlitFeature.TexRefData texRefData = frameData.GetOrCreate(); // Create an RTHandle for storing the depth RenderingUtils.ReAllocateHandleIfNeeded(ref depthRT, m_Desc, m_FilterMode, m_WrapMode, name: m_Name ); // Set the texture resources for this render graph instance. TextureHandle dest = renderGraph.ImportTexture(depthRT); texRefData.depthTextureHandle = dest; if(!dest.IsValid()) return; using (var builder = renderGraph.AddRasterRenderPass(k_PassName, out var passData, m_ProfilingSampler)) { // Setup the RendererList for drawing objects with the shader tag "DepthOnly". var sortFlags = cameraData.defaultOpaqueSortFlags; var drawSettings = RenderingUtils.CreateDrawingSettings(k_ShaderTagId, renderingData, cameraData, lightData, sortFlags); drawSettings.perObjectData = PerObjectData.None; RendererListParams param = new RendererListParams(renderingData.cullResults, drawSettings, m_FilteringSettings); param.filteringSettings.batchLayerMask = uint.MaxValue; passData.rendererList = renderGraph.CreateRendererList(param); builder.UseRendererList(passData.rendererList); builder.SetRenderAttachmentDepth(dest, AccessFlags.Write); builder.AllowPassCulling(false); builder.SetRenderFunc((PassData data, RasterGraphContext context) => { context.cmd.ClearRenderTarget(true,false, Color.black); context.cmd.DrawRendererList(data.rendererList); }); } } public void Dispose() { depthRT?.Release(); } }