60 lines
3.1 KiB
C#
60 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Let customizable actions inject commands to capture the camera output.
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///
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/// You can use this pass to inject capture commands into a command buffer
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/// with the goal of having camera capture happening in external code.
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/// </summary>
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internal class CapturePass : ScriptableRenderPass
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{
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public CapturePass(RenderPassEvent evt)
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{
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profilingSampler = new ProfilingSampler("Capture Camera output");
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renderPassEvent = evt;
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}
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private class UnsafePassData
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{
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internal TextureHandle source;
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public IEnumerator<Action<RenderTargetIdentifier, CommandBuffer>> captureActions;
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}
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// This function needs to add an unsafe render pass to Render Graph because a raster render pass, which is typically
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// used for rendering with Render Graph, cannot perform the texture readback operations performed with the command
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// buffer in CameraTextureProvider. Unsafe passes can do certain operations that raster render passes cannot do and
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// have access to the full command buffer API.
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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using (var builder = renderGraph.AddUnsafePass<UnsafePassData>(passName, out var passData, profilingSampler))
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{
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// Setup up the pass data with activeColorTexture, which has the correct orientation and position in a built player
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// In most cases, it will be resolved to cameraColor as the source since we cannot sample the backbuffer directly.
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// However, activeColorTexture allows us to support offscreen rendering scenarios where URP renders
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// to a fake backbuffer (an output texture with no final blit). When using a real backbuffer,
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// Camera Capture forces an intermediate attachment, ensuring we can still sample activeColorTexture.
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passData.source = resourceData.activeColorTexture;
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passData.captureActions = cameraData.captureActions;
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// Setup up the builder
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builder.AllowPassCulling(false);
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builder.UseTexture(resourceData.activeColorTexture, AccessFlags.Read);
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builder.SetRenderFunc(static (UnsafePassData data, UnsafeGraphContext unsafeContext) =>
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{
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var nativeCommandBuffer = CommandBufferHelpers.GetNativeCommandBuffer(unsafeContext.cmd);
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var captureActions = data.captureActions;
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for (data.captureActions.Reset(); data.captureActions.MoveNext();)
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captureActions.Current(data.source, nativeCommandBuffer);
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});
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}
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}
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}
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}
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