78 lines
3.1 KiB
C#
78 lines
3.1 KiB
C#
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 <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
|
|
// 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 <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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
|