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@Cyanilux
Created July 4, 2023 17:00
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Setup _CameraOpaqueTexture (for Scene Color node) in Unity's Built-in Render Pipeline (BiRP)
/*
Copies the camera buffer after rendering opaques, to _CameraOpaqueTexture property so the Scene Color node can work in the Built-in RP.
Attach this script to the Main Camera (and any other cameras you want an Opaque Texture for)
Will also work for Scene Views (Though if a new window is opened will need to enter & exit play mode)
Tested in 2022.2
@Cyanilux
*/
using UnityEngine;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteAlways]
public class SceneColorSetup : MonoBehaviour {
private Camera cam;
private CommandBuffer cmd, cmd2;
void OnEnable(){
cam = GetComponent<Camera>();
int rtID = Shader.PropertyToID("_CameraOpaqueTexture");
if (cmd == null){
cmd = new CommandBuffer();
cmd.name = "Setup Opaque Texture";
cmd.GetTemporaryRT(rtID, cam.pixelWidth, cam.pixelHeight, 0);
cmd.Blit(null, rtID);
}
if (cmd2 == null){
cmd2 = new CommandBuffer();
cmd2.name = "Release Opaque Texture";
cmd2.ReleaseTemporaryRT(rtID);
}
// Game View (camera script is assigned on)
cam.AddCommandBuffer(CameraEvent.AfterForwardOpaque, cmd);
cam.AddCommandBuffer(CameraEvent.AfterEverything, cmd2);
// Scene View
#if UNITY_EDITOR
if (cam.tag == "MainCamera") {
Camera[] sceneCameras = UnityEditor.SceneView.GetAllSceneCameras();
foreach (Camera c in sceneCameras) {
c.AddCommandBuffer(CameraEvent.AfterForwardOpaque, cmd);
c.AddCommandBuffer(CameraEvent.AfterEverything, cmd2);
}
}
#endif
}
void OnDisable(){
// Game View (camera script is assigned on)
cam.RemoveCommandBuffer(CameraEvent.AfterForwardOpaque, cmd);
cam.RemoveCommandBuffer(CameraEvent.AfterEverything, cmd2);
// Scene View
#if UNITY_EDITOR
if (cam.tag == "MainCamera") {
Camera[] sceneCameras = UnityEditor.SceneView.GetAllSceneCameras();
foreach (Camera c in sceneCameras) {
c.RemoveCommandBuffer(CameraEvent.AfterForwardOpaque, cmd);
c.RemoveCommandBuffer(CameraEvent.AfterEverything, cmd2);
}
}
#endif
}
}
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