1、资源面板添加脚本:Bilt
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class Bilt : ScriptableRendererFeature
{
public class BlitPass : ScriptableRenderPass
{
public enum RenderTarget
{
Color,
RenderTexture,
}
public Material blitMaterial = null;
public int blitShaderPassIndex = 0;
public FilterMode filterMode { get; set; }
private RenderTargetIdentifier source { get; set; }
private RenderTargetHandle destination { get; set; }
RenderTargetHandle m_TemporaryColorTexture;
string m_ProfilerTag;
public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag)
{
this.renderPassEvent = renderPassEvent;
this.blitMaterial = blitMaterial;
this.blitShaderPassIndex = blitShaderPassIndex;
m_ProfilerTag = tag;
m_TemporaryColorTexture.Init("_TemporaryColorTexture");
}
public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
{
this.source = source;
this.destination = destination;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
opaqueDesc.depthBufferBits = 0;
// Can't read and write to same color target, use a TemporaryRT
if (destination == RenderTargetHandle.CameraTarget)
{
cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex);
Blit(cmd, m_TemporaryColorTexture.Identifier(), source);
}
else
{
Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (destination == RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);
}
}
[System.Serializable]
public class BlitSettings
{
public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
public Material blitMaterial = null;
public int blitMaterialPassIndex = -1;
public Target destination = Target.Color;
public string textureId = "_BlitPassTexture";
}
public enum Target
{
Color,
Texture
}
public BlitSettings settings = new BlitSettings();
RenderTargetHandle m_RenderTextureHandle;
BlitPass blitPass;
public override void Create()
{
var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1;
settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name);
m_RenderTextureHandle.Init(settings.textureId);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var src = renderer.cameraColorTarget;
var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_RenderTextureHandle;
if (settings.blitMaterial == null)
{
Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name);
return;
}
blitPass.Setup(src, dest);
renderer.EnqueuePass(blitPass);
}
}
URP设置: