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Unity URPのScriptableRendererFeatureで画面をキャプチャ
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using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class CaptureRendererFeature : ScriptableRendererFeature | |
{ | |
public event System.Action<CaptureRendererFeature> OnCaptured; | |
[SerializeField] private RenderPassEvent _renderPassEvent = RenderPassEvent.AfterRenderingOpaques; | |
private CaptureRendererPass _captureRendererPass; | |
public RenderTexture Buffer { get; private set; } | |
public bool NeedCapture { get; set; } | |
public override void Create() | |
{ | |
if (_captureRendererPass == null) | |
{ | |
Buffer = new RenderTexture(Screen.width, Screen.height, 1, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); | |
Buffer.Create(); | |
_captureRendererPass = new CaptureRendererPass(_renderPassEvent, Buffer); | |
_captureRendererPass.OnCaptured += () => | |
{ | |
NeedCapture = false; | |
OnCaptured?.Invoke(this); | |
}; | |
} | |
} | |
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | |
{ | |
if (!NeedCapture) return; | |
renderer.EnqueuePass(_captureRendererPass); | |
} | |
#region ### ------------------------------ Pass ------------------------------ ### | |
private class CaptureRendererPass : ScriptableRenderPass | |
{ | |
public event System.Action OnCaptured; | |
private const string kName = nameof(CaptureRendererPass); | |
private RenderTexture _renderTexture; | |
public CaptureRendererPass(RenderPassEvent passEvent, RenderTexture renderTexture) | |
{ | |
renderPassEvent = passEvent; | |
_renderTexture = renderTexture; | |
} | |
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
{ | |
CommandBuffer buffer = CommandBufferPool.Get(kName); | |
ref CameraData cameraData = ref renderingData.cameraData; | |
if (cameraData.isSceneViewCamera) return; | |
RenderTargetIdentifier colorAttachmentIdentifier = cameraData.renderer.cameraColorTargetHandle.nameID; | |
buffer.Blit(colorAttachmentIdentifier, _renderTexture); | |
context.ExecuteCommandBuffer(buffer); | |
CommandBufferPool.Release(buffer); | |
OnCaptured?.Invoke(); | |
} | |
} | |
#endregion ### ------------------------------ Pass ------------------------------ ### | |
} |
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