using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; public class ScreenTint_RFeature : ScriptableRendererFeature { class CustomRenderPass : ScriptableRenderPass { public RenderTargetIdentifier source; private Material material; private RenderTargetHandle tempRenderTargetHandle; public CustomRenderPass(Material material) { this.material = material; tempRenderTargetHandle.Init("_TemporaryColorTexture"); } // 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 ConfigureTarget and ConfigureClear. // The render pipeline will ensure target setup and clearing happens in an performance manner. public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } // Here you can implement the rendering logic. // Use ScriptableRenderContext 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) { CommandBuffer commandBuffer = CommandBufferPool.Get("CustomBlitRenderPass"); commandBuffer.GetTemporaryRT(tempRenderTargetHandle.id, renderingData.cameraData.cameraTargetDescriptor); Blit(commandBuffer, source, tempRenderTargetHandle.Identifier(), material); Blit(commandBuffer, tempRenderTargetHandle.Identifier(), source); context.ExecuteCommandBuffer(commandBuffer); CommandBufferPool.Release(commandBuffer); } /// Cleanup any allocated resources that were created during the execution of this render pass. public override void FrameCleanup(CommandBuffer cmd) { } } [System.Serializable] public class Settings { public Material material = null; } public Settings settings = new Settings(); CustomRenderPass m_ScriptablePass; public override void Create() { m_ScriptablePass = new CustomRenderPass(settings.material); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; } // 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) { m_ScriptablePass.source = renderer.cameraColorTarget; renderer.EnqueuePass(m_ScriptablePass); } }