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- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- public class #SCRIPTNAME# : ScriptableRendererFeature
- {
- class CustomRenderPass : ScriptableRenderPass
- {
- // This method is called before executing the render pass.
- // It can be used to configure render targets and their clear state. Also to create temporary render target textures.
- // When empty this render pass will render to the active camera render target.
- // You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
- // The render pipeline will ensure target setup and clearing happens in a performant manner.
- public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
- {
- }
- // Here you can implement the rendering logic.
- // Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
- // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
- // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- }
- // Cleanup any allocated resources that were created during the execution of this render pass.
- public override void OnCameraCleanup(CommandBuffer cmd)
- {
- }
- }
- CustomRenderPass m_ScriptablePass;
- /// <inheritdoc/>
- public override void Create()
- {
- m_ScriptablePass = new CustomRenderPass();
- // Configures where the render pass should be injected.
- m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
- }
- // 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)
- {
- renderer.EnqueuePass(m_ScriptablePass);
- }
- }
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