namespace UnityEngine.Rendering.Universal
{
///
/// Let customizable actions inject commands to capture the camera output.
///
/// You can use this pass to inject capture commands into a command buffer
/// with the goal of having camera capture happening in external code.
///
internal class CapturePass : ScriptableRenderPass
{
RenderTargetHandle m_CameraColorHandle;
const string m_ProfilerTag = "Capture Pass";
private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag);
public CapturePass(RenderPassEvent evt)
{
base.profilingSampler = new ProfilingSampler(nameof(CapturePass));
renderPassEvent = evt;
}
///
/// Configure the pass
///
///
public void Setup(RenderTargetHandle colorHandle)
{
m_CameraColorHandle = colorHandle;
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmdBuf = CommandBufferPool.Get();
using (new ProfilingScope(cmdBuf, m_ProfilingSampler))
{
var colorAttachmentIdentifier = m_CameraColorHandle.Identifier();
var captureActions = renderingData.cameraData.captureActions;
for (captureActions.Reset(); captureActions.MoveNext();)
captureActions.Current(colorAttachmentIdentifier, cmdBuf);
}
context.ExecuteCommandBuffer(cmdBuf);
CommandBufferPool.Release(cmdBuf);
}
}
}