Created
August 11, 2020 00:33
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Simplified version of ScriptableRendererFeature
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
namespace UnityEngine.Experimental.Rendering.Universal { | |
public class MyRendererFeature : ScriptableRendererFeature { | |
[System.Serializable] | |
public class Settings { | |
public bool isEnabled = true; | |
[Range(0, 1)] public float intensity = 0.5f; | |
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents; | |
public Target target = Target.Camera; | |
public Material blitMaterial = null; | |
public string textureId = "_BlitPassTexture"; | |
} | |
public enum Target { | |
Camera, | |
Texture | |
} | |
public Settings settings = new Settings(); | |
RenderTargetHandle m_renderTargetTexture; | |
MyRenderPass myRenderPass; | |
public override void Create() { | |
myRenderPass = new MyRenderPass(this.name, settings.renderPassEvent, settings.blitMaterial); | |
m_renderTargetTexture.Init(settings.textureId); | |
} | |
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { | |
if(!settings.isEnabled || settings.intensity <= 0 || settings.blitMaterial == null) | |
return; | |
settings.blitMaterial.SetFloat("_Intensity", settings.intensity); | |
RenderTargetIdentifier src = renderer.cameraColorTarget; | |
RenderTargetHandle dest = (settings.target == Target.Camera) ? RenderTargetHandle.CameraTarget : m_renderTargetTexture; | |
myRenderPass.Setup(src, dest); | |
renderer.EnqueuePass(myRenderPass); | |
} | |
} | |
} |
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