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@NedMakesGames
Created January 26, 2021 23:18
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// MIT License
// Copyright (c) 2021 NedMakesGames
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class DepthNormalsFeature : ScriptableRendererFeature {
class RenderPass : ScriptableRenderPass {
private Material material;
private RenderTargetHandle destinationHandle;
private List<ShaderTagId> shaderTags;
private FilteringSettings filteringSettings;
public RenderPass(Material material) : base() {
this.material = material;
// This contains a list of shader tags. The renderer will only render objects with
// materials containing a shader with at least one tag in this list
this.shaderTags = new List<ShaderTagId>() {
new ShaderTagId("DepthOnly"),
//new ShaderTagId("SRPDefaultUnlit"),
//new ShaderTagId("UniversalForward"),
//new ShaderTagId("LightweightForward"),
};
// Render opaque materials
this.filteringSettings = new FilteringSettings(RenderQueueRange.opaque);
destinationHandle.Init("_DepthNormalsTexture");
}
// Configure the pass by creating a temporary render texture and
// readying it for rendering
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
cmd.GetTemporaryRT(destinationHandle.id, cameraTextureDescriptor, FilterMode.Point);
ConfigureTarget(destinationHandle.Identifier());
ConfigureClear(ClearFlag.All, Color.black);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
// Create the draw settings, which configures a new draw call to the GPU
var drawSettings = CreateDrawingSettings(shaderTags, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
// We cant to render all objects using our material
drawSettings.overrideMaterial = material;
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings);
}
public override void FrameCleanup(CommandBuffer cmd) {
cmd.ReleaseTemporaryRT(destinationHandle.id);
}
}
private RenderPass renderPass;
public override void Create() {
// We will use the built-in renderer's depth normals texture shader
Material material = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture");
this.renderPass = new RenderPass(material);
// Render after shadow caster, depth, etc. passes
renderPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
renderer.EnqueuePass(renderPass);
}
}
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