minesweeper_game/Library/PackageCache/com.unity.render-pipelines.universal@506b3deb0041/Samples~/URPRenderGraphSamples/GbufferVisualization/GbufferVisualizationRendererFeature.cs
2025-03-15 14:30:26 -04:00

143 lines
6.4 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
// This example uses the gBuffer components in a RenderPass when they are not global.
// The RenderPass will by default show the contents of the Specular Metallic Texture (_GBuffer2) on geometry in the scene,
// but you can change the sampled gBuffer component by modifying the example shader.
// Make sure to (1) set the rendering path to Deferred and (2) add a 3D object in your scene to see a result.
public class GbufferVisualizationRendererFeature : ScriptableRendererFeature
{
class GBufferVisualizationRenderPass : ScriptableRenderPass
{
Material m_Material;
string m_PassName = "Visualize GBuffer Components (and make gBuffer global)";
private static readonly int GbufferLightingIndex = 3;
// Other gBuffer components indices
// private static readonly int GBufferNormalSmoothnessIndex = 2;
// private static readonly int GbufferDepthIndex = 4;
// private static readonly int GBufferRenderingLayersIndex = 5;
// Components marked as optional are only present when the pipeline requests it.
// If for example there is no rendering layers texture, _GBuffer5 will contain the ShadowMask texture
private static readonly int[] s_GBufferShaderPropertyIDs = new int[]
{
// Contains Albedo Texture
Shader.PropertyToID("_GBuffer0"),
// Contains Specular Metallic Texture
Shader.PropertyToID("_GBuffer1"),
// Contains Normals and Smoothness, referenced as _CameraNormalsTexture in other shaders
Shader.PropertyToID("_GBuffer2"),
// Contains Lighting texture
Shader.PropertyToID("_GBuffer3"),
// Contains Depth texture, referenced as _CameraDepthTexture in other shaders (optional)
Shader.PropertyToID("_GBuffer4"),
// Contains Rendering Layers Texture, referenced as _CameraRenderingLayersTexture in other shaders (optional)
Shader.PropertyToID("_GBuffer5"),
// Contains ShadowMask texture (optional)
Shader.PropertyToID("_GBuffer6")
};
private class PassData
{
// In this example, we want to use the gBuffer components in our pass.
public TextureHandle[] gBuffer;
public Material material;
}
public void Setup(Material material)
{
m_Material = material;
}
// This method will draw the contents of the gBuffer component requested in the shader
static void ExecutePass(PassData data, RasterGraphContext context)
{
// Here, we read all the gBuffer components as an example even though the shader only needs one.
// We still need to set it explicitly since it is not accessible globally (so the
// shader won't have access to it by default).
for (int i = 0; i < data.gBuffer.Length; i++)
{
data.material.SetTexture(s_GBufferShaderPropertyIDs[i], data.gBuffer[i]);
}
// Draw the gBuffer component requested by the shader over the geometry
context.cmd.DrawProcedural(Matrix4x4.identity, data.material, 0, MeshTopology.Triangles, 3, 1);
}
// RecordRenderGraph is where the RenderGraph handle can be accessed, through which render passes can be added to the graph.
// FrameData is a context container through which URP resources can be accessed and managed.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
// The gBuffer components are only used in deferred mode
if (m_Material == null || universalRenderingData.renderingMode != RenderingMode.Deferred)
return;
// Get the gBuffer texture handles stored in the resourceData
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
TextureHandle[] gBuffer = resourceData.gBuffer;
using (var builder = renderGraph.AddRasterRenderPass<PassData>(m_PassName, out var passData))
{
passData.material = m_Material;
// For this pass, we want to write to the activeColorTexture, which is the gBuffer Lighting component (_GBuffer3) in the deferred path.
builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
// We are reading the gBuffer components in our pass, so we need call UseTexture on them.
// When they are global, they can be all read with builder.UseAllGlobalTexture(true), but
// in this pass they are not global.
for (int i = 0; i < resourceData.gBuffer.Length; i++)
{
if (i == GbufferLightingIndex)
{
// We already specify we are writing to it above (SetRenderAttachment)
continue;
}
builder.UseTexture(resourceData.gBuffer[i]);
}
// We need to set the gBuffer in the pass' data, otherwise the pass won't have access to it when it is executed.
passData.gBuffer = gBuffer;
// Assigns the ExecutePass function to the render pass delegate. This will be called by the render graph when executing the pass.
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
}
GBufferVisualizationRenderPass m_GBufferRenderPass;
public Material m_Material;
/// <inheritdoc/>
public override void Create()
{
m_GBufferRenderPass = new GBufferVisualizationRenderPass
{
// This pass must be injected after rendering the deferred lights or later.
renderPassEvent = RenderPassEvent.AfterRenderingDeferredLights
};
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
// The gBuffers are only used in the Deferred rendering path
if (m_Material != null)
{
m_GBufferRenderPass.Setup(m_Material);
renderer.EnqueuePass(m_GBufferRenderPass);
}
}
}