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@Refsa
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Unity URP custom grab pass

Render Feature Setup

image

Get Global Texture in Blackboard

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Sample Texture in Graph

image

Example Shader Graph to distort image

image

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class GrabScreenFeature : ScriptableRendererFeature
{
[System.Serializable]
public class Settings
{
public string TextureName = "_GrabPassTransparent";
public LayerMask LayerMask;
}
class GrabPass : ScriptableRenderPass
{
RenderTargetHandle tempColorTarget;
Settings settings;
RenderTargetIdentifier cameraTarget;
public GrabPass(Settings s)
{
settings = s;
renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
tempColorTarget.Init(settings.TextureName);
}
public void Setup(RenderTargetIdentifier cameraTarget)
{
this.cameraTarget = cameraTarget;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cmd.GetTemporaryRT(tempColorTarget.id, cameraTextureDescriptor);
cmd.SetGlobalTexture(settings.TextureName, tempColorTarget.Identifier());
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get();
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Blit(cmd, cameraTarget, tempColorTarget.Identifier());
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(tempColorTarget.id);
}
}
class RenderPass : ScriptableRenderPass
{
Settings settings;
List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
FilteringSettings m_FilteringSettings;
RenderStateBlock m_RenderStateBlock;
public RenderPass(Settings settings)
{
this.settings = settings;
renderPassEvent = RenderPassEvent.AfterRenderingTransparents + 1;
m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward"));
m_FilteringSettings = new FilteringSettings(RenderQueueRange.all, settings.LayerMask);
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get();
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
DrawingSettings drawSettings;
drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, SortingCriteria.CommonTransparent);
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
GrabPass grabPass;
RenderPass renderPass;
[SerializeField] Settings settings;
public override void Create()
{
grabPass = new GrabPass(settings);
renderPass = new RenderPass(settings);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
grabPass.Setup(renderer.cameraColorTarget);
renderer.EnqueuePass(grabPass);
renderer.EnqueuePass(renderPass);
}
}
MIT License
Copyright (c) 2020 Refsa
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.
@Doragonne
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@Refsa I already work with Experimental Operators/blocks and I already assign the Distortion shader in Shader Graph in Output Particle Quad and I also tried with Output Particle Mesh but it doesn't work :/. If my VFX gets the default layer, it appears but the distortion effect @CoolSteelBreeze. Then I put Distortion Layer on it and it disappear...

@Refsa
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Refsa commented Nov 16, 2021

@Doragonne What version of URP are you on?
It works for me in VFX Graph on URP 11(2021.1.24f1) with both "Output Particle Quad" and "Output Particle Mesh" when using it with the render feature from the previous post. I have the Visual Effect object set to Distortion layer and it works then as well.

@Doragonne
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@Refsa Ok it's finally working! It works with your previous post indeed. Thank you for your reactvity

@jornvdmaat17
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Hi @Refsa,

I have two questions:

  1. Is this still working or should I be looking for another solution?
  2. Do I have to create a texture2d myself in my assets folder and assign it to the shader? For now I can't get it to work even with following all the steps and double checking the layers. I want to render a transparent sphere with some distortion from the transparent objects behind it, but the texture just stays white and no distortion to be seen.

@Refsa
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Refsa commented Dec 28, 2021

@jornvdmaat17 I missed your post, not sure if you found your solution.

As for the first question, it's hard to say depending on the version of URP used. I know that the more updated version here should work on URP 11 depending on which stage of the pipeline it's ran at.

For the second one you dont need to assign any textures as it is created and set to the material in the render feature. Since you get a white output it sounds like you might forgot to uncheck the "exposed" toggle on the texture you added to the graph blackboard. It should not have a green dot next to it.
Skjermbilde 2021-12-28 144800

Hope this helps

@YvesAlbuquerque
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YvesAlbuquerque commented Aug 23, 2022

For some reason it works only when I set "Intermediate Texture" in the renderer to: Always. It doesn't work with the default value: Auto. Not sure what that option does but doc says "Using this option might have a significant performance impact on some platforms". Any suggestion?

@Refsa
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Refsa commented Aug 24, 2022

@YvesAlbuquerque this render feature is from before the introduction of that setting. As such it probably wont work properly anymore. If you tell me the version of URP version you are using I can take a look at it later.

As for the performance impact of the option it probably has something to do with memory usage and composition. Rendering to an intermediate texture requires additional video memory and it later has to be composed with the backbuffer to be displayed. If you're targeting platforms with very little video memory, such as older phones and gpus, then this option might impact the performance. It would also depend on how many other render features are active that relies on an intermediate texture as well as the resolution that the game is rendering at.

@YvesAlbuquerque
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Thanks for the reply. Indeed, It will be awesome to know a way to avoid this extra memory overhead if possible. I'm using URP 12.1.6 in 2021.3.2f1.

@srKiito
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srKiito commented Oct 25, 2022

Is there a way to make a object that uses the script to apear on another object that uses the script?
image
image
I want to make the red portal apear when I'm looking through the blue one

@arthurdeszjr
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Hello, It was working perfectly but stopped working after I updated the project to Unity 2022.3.5f1

The console endlessly keeps printing:

" You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.
UnityEngine.Rendering.Universal.ScriptableRenderer:get_cameraColorTarget ()
GrabScreenFeature:AddRenderPasses (UnityEngine.Rendering.Universal.ScriptableRenderer,UnityEngine.Rendering.Universal.RenderingData&) (at Assets/FireGameStudios/VFX/Post-Processing/GrabScreenFeature.cs:108)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) "

@YoussefAf-YSA
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If anyone had a problem in the newer versions of Unity try changing this :
public void Setup(RenderTargetIdentifier cameraTarget) { this.cameraTarget = cameraTarget; }
to this :
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { cameraTarget = renderingData.cameraData.renderer.cameraColorTarget; }
it worked for me

@arthurdeszjr
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If anyone had a problem in the newer versions of Unity try changing this : public void Setup(RenderTargetIdentifier cameraTarget) { this.cameraTarget = cameraTarget; } to this : public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { cameraTarget = renderingData.cameraData.renderer.cameraColorTarget; } it worked for me

Thanks, that didn't do It for me for some reason though

@gehrigbotjungle
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Was anyone able to fix this? I also ran into this issue ^

@alanpereiracodes
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alanpereiracodes commented Dec 19, 2023

Was anyone able to fix this? I also ran into this issue ^

Found this related updated API code. It seems it changed the Camera Setup to be only allowed on a new function scope (SetupRenderPasses).
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/upgrade-guide-2022-1.html

Changed FROM:

public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
grabPass.Setup(renderer.cameraColorTarget);

    renderer.EnqueuePass(grabPass);
    renderer.EnqueuePass(renderPass);
}

TO:

public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(grabPass);
renderer.EnqueuePass(renderPass);
}
public override void SetupRenderPasses(ScriptableRenderer renderer,
in RenderingData renderingData)
{
// The target is used after allocation
grabPass.Setup(renderer.cameraColorTarget);
}

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