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--- /dev/null +++ b/shaders-urp/Assets/Scripts/CustomDitherVolumeComponent.cs @@ -0,0 +1,12 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +[Serializable, VolumeComponentMenu("Custom/Dither")] +[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] +public class CustomDitherVolumeComponent : VolumeComponent, IPostProcessComponent { + [SerializeField] private ClampedFloatParameter m_intensity = new ClampedFloatParameter(value: 0, min: 0, max: 1, overrideState: true); + + public bool IsActive() => m_intensity.value > 0; // Tells when our effect should be rendered +} \ No newline at end of file diff --git a/shaders-urp/Assets/Scripts/CustomDitherVolumeComponent.cs.meta b/shaders-urp/Assets/Scripts/CustomDitherVolumeComponent.cs.meta new file mode 100644 index 0000000..d5984f6 --- /dev/null +++ b/shaders-urp/Assets/Scripts/CustomDitherVolumeComponent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 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CameraColor to a new texture. +//It shows how to do a blit with material, and how to use the ResourceData to avoid another blit back to the active color target. +//This example is for API demonstrative purposes. + +// This pass blits the whole screen for a given material to a temp texture, and swaps the UniversalResourceData.cameraColor to this temp texture. +// Therefore, the next pass that references the cameraColor will reference this new temp texture as the cameraColor, saving us a blit. +// Using the ResourceData, you can manage swapping of resources yourself and don't need a bespoke API like the SwapColorBuffer API that was specific for the cameraColor. +// This allows you to write more decoupled passes without the added costs of avoidable copies/blits. +public class DitherEffectPass : ScriptableRenderPass { + // Function used to transfer the material from the renderer feature to the render pass. + public void Setup(Material mat) { + m_blitMaterial = mat; + + //The pass will read the current color texture. That needs to be an intermediate texture. It's not supported to use the BackBuffer as input texture. + //By setting this property, URP will automatically create an intermediate texture. + //It's good practice to set it here and not from the RenderFeature. + //This way, the pass is self containing and you can use it to directly enqueue the pass from a monobehaviour without a RenderFeature. + requiresIntermediateTexture = true; + } + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { + VolumeStack stack = VolumeManager.instance.stack; + CustomDitherVolumeComponent customEffect = stack.GetComponent(); + // Only process if the effect is active + if (!customEffect.IsActive()) + return; + + // UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures + // The active color and depth textures are the main color and depth buffers that the camera renders into + UniversalResourceData resourceData = frameData.Get(); + + //This should never happen since we set m_Pass.requiresIntermediateTexture = true; + //Unless you set the render event to AfterRendering, where we only have the BackBuffer. + if (resourceData.isActiveTargetBackBuffer) { + Debug.LogError($"Skipping render pass. DitherEffectRendererFeature requires an intermediate ColorTexture, we can't use the BackBuffer as a texture input."); + return; + } + + // The destination texture is created here with the same dimensions as the active color texture + TextureHandle source = resourceData.activeColorTexture; + + TextureDesc destinationDesc = renderGraph.GetTextureDesc(source); + destinationDesc.name = $"DitherEffectPass-CameraColor-{PASS_NAME}"; + destinationDesc.clearBuffer = false; +// destinationDesc.msaaSamples = QualitySettings.antiAliasing == 0 ? MSAASamples.None : MSAASamples.MSAA2x; + destinationDesc.msaaSamples = MSAASamples.None; + + TextureHandle destination = renderGraph.CreateTexture(destinationDesc); + + RenderGraphUtils.BlitMaterialParameters para = new(source, destination, m_blitMaterial, 0); + renderGraph.AddBlitPass(para, passName: PASS_NAME); + + //FrameData allows to get and set internal pipeline buffers. Here we update the CameraColorBuffer to the texture that we just wrote to in this pass. + //Because RenderGraph manages the pipeline resources and dependencies, following up passes will correctly use the right color buffer. + //This optimization has some caveats. You have to be careful when the color buffer is persistent across frames and between different cameras, such as in camera stacking. + //In those cases you need to make sure your texture is an RTHandle and that you properly manage the lifecycle of it. + resourceData.cameraColor = destination; + } + +//-------------------------------------------------------------------------------------------------------------------------------------------------------------- + + const string PASS_NAME = "DitherEffectPass"; + Material m_blitMaterial; // Material used in the blit operation. + +} diff --git a/shaders-urp/Assets/Scripts/RendererFeatures/DitherEffectPass.cs.meta b/shaders-urp/Assets/Scripts/RendererFeatures/DitherEffectPass.cs.meta new file mode 100644 index 0000000..47ed72e --- /dev/null +++ b/shaders-urp/Assets/Scripts/RendererFeatures/DitherEffectPass.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 41d20609487e41d4ca4a128d76763fa1 diff --git a/shaders-urp/Assets/Scripts/RendererFeatures/DitherEffectRendererFeature.cs b/shaders-urp/Assets/Scripts/RendererFeatures/DitherEffectRendererFeature.cs new file mode 100644 index 0000000..7c63df6 --- /dev/null +++ b/shaders-urp/Assets/Scripts/RendererFeatures/DitherEffectRendererFeature.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using UnityEngine.Rendering.Universal; + +public class DitherEffectRendererFeature : ScriptableRendererFeature { + + // Here you can create passes and do the initialization of them. This is called everytime serialization happens. + public override void Create() { + m_pass = new DitherEffectPass { + renderPassEvent = m_injectionPoint + }; + } + + // 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) { + // Early exit if there are no materials. + if (m_blitMaterial == null) { + Debug.LogWarning("DitherEffectRendererFeature material is null and will be skipped."); + return; + } + + m_pass.Setup(m_blitMaterial); + renderer.EnqueuePass(m_pass); + } + +//-------------------------------------------------------------------------------------------------------------------------------------------------------------- + + [Tooltip("The material used when making the blit operation.")] + [SerializeField] private Material m_blitMaterial; + + [Tooltip("The event where to inject the pass.")] + 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