using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.Util;
using UnityEngine.Rendering.Universal;
// This pass performs a blit operation with a Material. The input texture is set by the Renderer Feature.
public class DepthBlitEdgePass : ScriptableRenderPass
{
private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DepthBlitEdgePass");
private RTHandle m_DepthHandle; // The RTHandle of the depth texture, set by the Renderer Feature, only used in the Compatibility mode (non-RenderGraph path)
private Material m_Material;
public DepthBlitEdgePass(Material mat, RenderPassEvent evt)
{
renderPassEvent = evt;
m_Material = mat;
}
public void SetRTHandle(ref RTHandle depthHandle)
{
m_DepthHandle = depthHandle;
}
// Unity calls the RecordRenderGraph method to add and configure one or more render passes in the render graph system.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
DepthBlitFeature.TexRefData texRefData = frameData.Get<DepthBlitFeature.TexRefData>();
if (cameraData.camera.cameraType != CameraType.Game)
return;
// Set the depthTextureHandle as a texture resource for this render graph instance
TextureHandle source = texRefData.depthTextureHandle;
// Set camera color as a texture resource for this render graph instance
TextureHandle destination = resourceData.activeColorTexture;
if (!source.IsValid() || !destination.IsValid())
return;
RenderGraphUtils.BlitMaterialParameters para = new(source, destination, m_Material, 0);
renderGraph.AddBlitPass(para, "DepthBlitEdgePass");
}
}