48 lines
2.0 KiB
C#
48 lines
2.0 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.RenderGraphModule.Util;
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using UnityEngine.Rendering.Universal;
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// This pass performs a blit operation with a Material. The input texture is set by the Renderer Feature.
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public class DepthBlitEdgePass : ScriptableRenderPass
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{
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private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DepthBlitEdgePass");
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private RTHandle m_DepthHandle; // The RTHandle of the depth texture, set by the Renderer Feature, only used in the Compatibility mode (non-RenderGraph path)
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private Material m_Material;
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public DepthBlitEdgePass(Material mat, RenderPassEvent evt)
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{
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renderPassEvent = evt;
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m_Material = mat;
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}
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public void SetRTHandle(ref RTHandle depthHandle)
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{
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m_DepthHandle = depthHandle;
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}
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// Unity calls the RecordRenderGraph method to add and configure one or more render passes in the render graph system.
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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DepthBlitFeature.TexRefData texRefData = frameData.Get<DepthBlitFeature.TexRefData>();
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if (cameraData.camera.cameraType != CameraType.Game)
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return;
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// Set the depthTextureHandle as a texture resource for this render graph instance
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TextureHandle source = texRefData.depthTextureHandle;
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// Set camera color as a texture resource for this render graph instance
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TextureHandle destination = resourceData.activeColorTexture;
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if (!source.IsValid() || !destination.IsValid())
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return;
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RenderGraphUtils.BlitMaterialParameters para = new(source, destination, m_Material, 0);
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renderGraph.AddBlitPass(para, "DepthBlitEdgePass");
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}
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}
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