namespace UnityEngine.Rendering.Universal.Internal { /// /// Copy the given color target to the current camera target /// /// You can use this pass to copy the result of rendering to /// the camera target. The pass takes the screen viewport into /// consideration. /// public class FinalBlitPass : ScriptableRenderPass { RenderTargetIdentifier m_Source; Material m_BlitMaterial; public FinalBlitPass(RenderPassEvent evt, Material blitMaterial) { base.profilingSampler = new ProfilingSampler(nameof(FinalBlitPass)); base.useNativeRenderPass = false; m_BlitMaterial = blitMaterial; renderPassEvent = evt; } /// /// Configure the pass /// /// /// public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle) { m_Source = colorHandle.id; } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (m_BlitMaterial == null) { Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_BlitMaterial, GetType().Name); return; } // Note: We need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack. // Overlay cameras need to output to the target described in the base camera while doing camera stack. ref CameraData cameraData = ref renderingData.cameraData; RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null) ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget; bool isSceneViewCamera = cameraData.isSceneViewCamera; CommandBuffer cmd = CommandBufferPool.Get(); if (m_Source == cameraData.renderer.GetCameraColorFrontBuffer(cmd)) { m_Source = renderingData.cameraData.renderer.cameraColorTarget; } using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.FinalBlit))) { GetActiveDebugHandler(renderingData)?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, ref cameraData, true); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LinearToSRGBConversion, cameraData.requireSrgbConversion); cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, m_Source); #if ENABLE_VR && ENABLE_XR_MODULE if (cameraData.xr.enabled) { int depthSlice = cameraData.xr.singlePassEnabled ? -1 : cameraData.xr.GetTextureArraySlice(); cameraTarget = new RenderTargetIdentifier(cameraData.xr.renderTarget, 0, CubemapFace.Unknown, depthSlice); CoreUtils.SetRenderTarget( cmd, cameraTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.black); cmd.SetViewport(cameraData.pixelRect); // We y-flip if // 1) we are bliting from render texture to back buffer(UV starts at bottom) and // 2) renderTexture starts UV at top bool yflip = !cameraData.xr.renderTargetIsRenderTexture && SystemInfo.graphicsUVStartsAtTop; Vector4 scaleBias = yflip ? new Vector4(1, -1, 0, 1) : new Vector4(1, 1, 0, 0); cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias); cmd.DrawProcedural(Matrix4x4.identity, m_BlitMaterial, 0, MeshTopology.Quads, 4); } else #endif if (isSceneViewCamera || cameraData.isDefaultViewport) { // This set render target is necessary so we change the LOAD state to DontCare. cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, // color RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // depth cmd.Blit(m_Source, cameraTarget, m_BlitMaterial); cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget); } else { // TODO: Final blit pass should always blit to backbuffer. The first time we do we don't need to Load contents to tile. // We need to keep in the pipeline of first render pass to each render target to properly set load/store actions. // meanwhile we set to load so split screen case works. CoreUtils.SetRenderTarget( cmd, cameraTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.black); Camera camera = cameraData.camera; cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); cmd.SetViewport(cameraData.pixelRect); cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_BlitMaterial); cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix); cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget); } } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } }