9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
468 lines
17 KiB
Markdown
468 lines
17 KiB
Markdown
# How to create a custom Renderer Feature
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This section describes how to create a custom Renderer Feature for a URP Renderer.
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This section assumes the following:
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* The **Scriptable Render Pipeline Settings** property refers to a URP asset (**Project Settings** > **Graphics** > **Scriptable Render Pipeline Settings**).
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This article contains the following sections:
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* [Create example Scene and GameObjects.](#example-scene)
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* [Create a scriptable Renderer Feature and add it to the Universal Renderer.](#scriptable-renderer-feature)
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* [Create and enqueue the scriptable Render Pass.](#scriptable-render-pass)
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* [Implement rendering commands in the Execute method.](#execute-method)
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* [Implement the example-specific Material and rendering code.](#example-specific-material)
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* [Change the order of the render passes](#order-of-passes)
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* [Complete code for this example](#complete-code)
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## <a name="example-scene"></a>Create example Scene and GameObjects
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To follow the steps in this section, create a new Scene with the following GameObjects:
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1. Create a plane.
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2. Create a new Material and assign it the `Universal Render Pipeline/Lit` shader. Set the base color to grey (for example, `#6A6A6A`). Call the Material `Plane`.
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3. Create a Point Light and place it above the plane.
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Your Scene should look like the following illustration:
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![Example Scene](../Images/customizing-urp/custom-renderer-feature/sample-scene.png)
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## <a name="scriptable-renderer-feature"></a>Create a scriptable Renderer Feature and add it to the Universal Renderer
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This part shows how to create a scriptable Renderer Feature and implement the methods that let you configure and inject `ScriptableRenderPass` instances into the scriptable Renderer.
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1. Create a new C# script. Call the script `LensFlareRendererFeature.cs`.
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2. Open the script, remove all the code from the `LensFlareRendererFeature` class that Unity created. Add the following `using` directive.
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```C#
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using UnityEngine.Rendering.Universal;
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```
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3. The `LensFlareRendererFeature` class must inherit from the `ScriptableRendererFeature` class.
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```C#
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public class LensFlareRendererFeature : ScriptableRendererFeature
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```
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4. The class must implement the following methods:
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* `Create`: Unity calls this method on the following events:
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* When the Renderer Feature loads the first time.
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* When you enable or disable the Renderer Feature.
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* When you change a property in the inspector of the Renderer Feature.
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* `AddRenderPasses`: Unity calls this method every frame, once for each Camera. This method lets you inject `ScriptableRenderPass` instances into the scriptable Renderer.
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Now you have the custom `LensFlareRendererFeature` Renderer Feature with its main methods.
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Below is the complete code for this part.
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```C#
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class LensFlareRendererFeature : ScriptableRendererFeature
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{
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public override void Create()
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{ }
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public override void AddRenderPasses(ScriptableRenderer renderer,
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ref RenderingData renderingData)
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{ }
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}
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```
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Add the Renderer Feature you created to the the Universal Renderer asset. [Follow this link to read how to add a Renderer Feature to a Renderer](../urp-renderer-feature-how-to-add.md).
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![Add the Lens Flare Renderer Feature to the Universal Renderer.](../Images/customizing-urp/custom-renderer-feature/add-new-renderer-feature.png)<br/>*Add the Lens Flare Renderer Feature to the Universal Renderer.*
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## <a name="scriptable-render-pass"></a>Create and enqueue the scriptable Render Pass
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This part shows how to create a scriptable Render Pass and and enqueue its instance into the scriptable Renderer.
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1. In the `LensFlareRendererFeature` class, declare the `LensFlarePass` class that inherits from `ScriptableRenderPass`.
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```C#
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class LensFlarePass : ScriptableRenderPass
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{ }
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```
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2. In `LensFlarePass`, add the `Execute` method.
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Unity runs the `Execute` method every frame. In this method, you can implement your custom rendering functionality.
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```C#
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public override void Execute(ScriptableRenderContext context,
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ref RenderingData renderingData)
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{ }
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```
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3. In the `LensFlareRendererFeature` class, declare a private `LensFlarePass` field.
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```C#
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private LensFlarePass _lensFlarePass;
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```
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4. In the `Create` method, instantiate the `_lensFlarePass` object:
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```C#
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_lensFlarePass = new LensFlarePass(FlareSettings);
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```
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5. In the `AddRenderPasses` method, use the `EnqueuePass` method of the `renderer` object to enqueue `_lensFlarePass` in the rendering queue.
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```C#
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renderer.EnqueuePass(_lensFlarePass);
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```
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Now your custom `LensFlareRendererFeature` Renderer Feature is executing the `Execute` method inside the custom `LensFlarePass` pass.
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Below is the complete code for this part.
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```C#
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class LensFlareRendererFeature : ScriptableRendererFeature
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{
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class LensFlarePass : ScriptableRenderPass
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{
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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Debug.Log(message: "The Execute() method runs.");
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}
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}
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private LensFlarePass _lensFlarePass;
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public override void Create()
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{
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_lensFlarePass = new LensFlarePass();
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(_lensFlarePass);
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}
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}
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```
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## <a name="execute-method"></a>Implement rendering commands in the Execute method
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This part shows how to implement custom logic in the Execute method.
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1. Create a [CommandBuffer](https://docs.unity3d.com/2021.2/Documentation/ScriptReference/Rendering.CommandBuffer.html) type object. This object holds the list of rendering commands to execute.
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In the `Execute` method, add the following line:
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```C#
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CommandBuffer cmd = CommandBufferPool.Get(name: "LensFlarePass");
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```
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The method `CommandBufferPool.Get(name: "LensFlarePass")` gets the new command buffer and assigns a name to it.
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2. Add the line that executes the command buffer and the line that releases it.
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In the `Execute` method, add the following lines after the command buffer declaration:
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```C#
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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```
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Now the boilerplate part is ready and we can proceed to implementing the custom rendering logic.
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The following steps implement the custom rendering logic.
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In this example, the Renderer Feature draws lens flares as a texture on a Quad. The implementation requires a Material and a mesh (Quad).
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1. In the `LensFlarePass` class, declare two private fields: `Material` and `Mesh`:
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```C#
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private Material _material;
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private Mesh _mesh;
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```
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Then declare the constructor that takes those variables as arguments:
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```C#
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public LensFlarePass(Material material, Mesh mesh)
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{
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_material = material;
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_mesh = mesh;
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}
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```
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2. Now the `LensFlarePass` class expects two arguments. To initialize the class with the arguments, add the following public fields in the `LensFlareRendererFeature` class:
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```C#
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public Material material;
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public Mesh mesh;
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```
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And add the arguments to the `LensFlarePass` declaration in the `Create` method:
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```C#
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_lensFlarePass = new LensFlarePass(material, mesh);
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```
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3. In the `Execute` method, use the `DrawMesh` method of the `cmd` object. The method takes the `_material` and the `_mesh` fields as arguments. Add the following line between the `cmd` object declaration and the command `context.ExecuteCommandBuffer(cmd)`.
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```C#
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cmd.DrawMesh(_mesh, Matrix4x4.identity, _material);
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```
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To ensure that Unity does call the `DrawMesh` method with `null` arguments, in the `AddRenderPasses` method, wrap the `EnqueuePass` call in the null check condition:
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```C#
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if (material != null && mesh != null)
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{
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renderer.EnqueuePass(_lensFlarePass);
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}
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```
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Now the `LensFlarePass` class has the following basic logic in the `Execute` method:
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1. Get the new command buffer and assign it the name `LensFlarePass`.
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2. Add rendering commands.
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3. Execute the command buffer.
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4. Release the buffer.
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> **NOTE:** Unity does not enqueue the `LensFlarePass` pass yet, because the `Material` and the `Mesh` properties are null.
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Below is the complete code for this part.
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```C#
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class LensFlareRendererFeature : ScriptableRendererFeature
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{
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class LensFlarePass : ScriptableRenderPass
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{
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private Material _material;
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private Mesh _mesh;
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public LensFlarePass(Material material, Mesh mesh)
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{
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_material = material;
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_mesh = mesh;
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}
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public override void Execute(ScriptableRenderContext context,
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ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(name: "LensFlarePass");
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cmd.DrawMesh(_mesh, Matrix4x4.identity, _material);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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private LensFlarePass _lensFlarePass;
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public Material material;
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public Mesh mesh;
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public override void Create()
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{
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_lensFlarePass = new LensFlarePass(material, mesh);
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}
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public override void AddRenderPasses(ScriptableRenderer renderer,
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ref RenderingData renderingData)
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{
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if (material != null && mesh != null)
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{
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renderer.EnqueuePass(_lensFlarePass);
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}
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}
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}
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```
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## <a name="example-specific-material"></a>Implement the example-specific Material and rendering code
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This section shows how to create a Material for the lens flare effect and how to implement the code to render flares at the positions of Lights.
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1. Create a new Material, and assign it the `Universal Render Pipeline/Unlit` shader. Call the Material `LensFlare`.
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1. For demonstration purpose, change the base color of the Material to red.
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2. In the Universal Renderer, in `Lens Flare Renderer Feature`, select the `LensFlare` Material in the Material property, and the `Quad` mesh in the Mesh property.
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![](../Images/customizing-urp/custom-renderer-feature/select-mesh-and-material.png)
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3. The Renderer Feature draws the quad in the Scene, but at this point it's just black. This is because the `Universal Render Pipeline/Unlit` shader has multiple passes, and one of them paints the quad black. To change this behavior, use the `cmd.DrawMesh` method overload that accepts the `shaderPass` argument, and specify shader pass 0:
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```C#
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cmd.DrawMesh(_mesh, Matrix4x4.identity, _material, 0, 0);
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```
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The following steps show the changes that are specific to the effect implementation in this example. They are for illustrative purposes.
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1. Add the following lines in the `Execute` method. Place them after the `cmd` object declaration. These lines ensure that Unity draws the quad with the flare in the following way:
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<ul>
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<li>In the screen space.</li>
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<li>With the correct aspect ratio.</li>
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<li>For each Light, in the center of the Light.</li>
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</ul>
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```C#
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// Get the Camera data from the renderingData argument.
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Camera camera = renderingData.cameraData.camera;
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// Set the projection matrix so that Unity draws the quad in screen space
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
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// Add the scale variable, use the Camera aspect ratio for the y coordinate
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Vector3 scale = new Vector3(1, camera.aspect, 1);
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// Draw a quad for each Light, at the screen space position of the Light.
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foreach (VisibleLight visibleLight in renderingData.lightData.visibleLights)
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{
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Light light = visibleLight.light;
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// Convert the position of each Light from world to viewport point.
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Vector3 position =
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camera.WorldToViewportPoint(light.transform.position) * 2 - Vector3.one;
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// Set the z coordinate of the quads to 0 so that Uniy draws them on the same plane.
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position.z = 0;
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// Change the Matrix4x4 argument in the cmd.DrawMesh method to use the position and
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// the scale variables.
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cmd.DrawMesh(_mesh, Matrix4x4.TRS(position, Quaternion.identity, scale),
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_material, 0, 0);
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}
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```
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Now Unity draws a quad in the center of each Light.
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![](../Images/customizing-urp/custom-renderer-feature/quad-in-screen-space-on-light.png)
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2. To visualize the lens flare, make the following changes to the `LensFlare` Material.
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Add the following texture to the base map:<br/>![Lens flare texture.](../Images/customizing-urp/custom-renderer-feature/lens-flare-texture.png)
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Set the color to white.
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Set `Surface Type` to `Transparent`.
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Set `Blending Mode` to `Additive`.
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Now Unity draws the lens flare texture on the quad, but a part of the flare is not visible:
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![](../Images/customizing-urp/custom-renderer-feature/skybox-after-lens-flare.png)
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This is because Unity draws the skybox after the `LensFlarePass` render pass.
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## <a name="order-of-passes"></a>Change the order of the render passes
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To see the order in which Unity draws the render passes, open the **Frame Debugger** (**Window** > **Analysis** > **Frame Debugger**).
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![](../Images/customizing-urp/custom-renderer-feature/frame-debug-view.png)
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To enqueue the `LensFlarePass` pass after the skybox pass, use the `renderPassEvent` property of `LensFlarePass`. Assign the property the `AfterRenderingSkybox` event from the `RenderPassEvent` enum.
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Make the following changes in the `Create` method:
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```C#
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public override void Create()
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{
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_lensFlarePass = new LensFlarePass(material, mesh);
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// Draw the lens flare effect after the skybox.
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_lensFlarePass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
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}
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```
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Now Unity draws the lens flare on top of the skybox.
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![](../Images/customizing-urp/custom-renderer-feature/final-lens-flare-view.png)
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## <a name="complete-code"></a>Complete code for this example
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Below is the complete code for this example.
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```C#
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class LensFlareRendererFeature : ScriptableRendererFeature
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{
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class LensFlarePass : ScriptableRenderPass
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{
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private Material _material;
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private Mesh _mesh;
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public LensFlarePass(Material material, Mesh mesh)
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{
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_material = material;
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_mesh = mesh;
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}
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public override void Execute(ScriptableRenderContext context,
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ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(name: "LensFlarePass");
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// Get the Camera data from the renderingData argument.
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Camera camera = renderingData.cameraData.camera;
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// Set the projection matrix so that Unity draws the quad in screen space.
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
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// Add the scale variable, use the Camera aspect ratio for the y coordinate
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Vector3 scale = new Vector3(1, camera.aspect, 1);
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// Draw a quad for each Light, at the screen space position of the Light.
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foreach (VisibleLight visibleLight in renderingData.lightData.visibleLights)
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{
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Light light = visibleLight.light;
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// Convert the position of each Light from world to viewport point.
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Vector3 position =
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camera.WorldToViewportPoint(light.transform.position) * 2 - Vector3.one;
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// Set the z coordinate of the quads to 0 so that Uniy draws them on the same
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// plane.
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position.z = 0;
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// Change the Matrix4x4 argument in the cmd.DrawMesh method to use
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// the position and the scale variables.
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cmd.DrawMesh(_mesh, Matrix4x4.TRS(position, Quaternion.identity, scale),
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_material, 0, 0);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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private LensFlarePass _lensFlarePass;
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public Material material;
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public Mesh mesh;
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public override void Create()
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{
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_lensFlarePass = new LensFlarePass(material, mesh);
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// Draw the lens flare effect after the skybox.
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_lensFlarePass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (material != null && mesh != null)
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{
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renderer.EnqueuePass(_lensFlarePass);
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}
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}
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}
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```
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