229 lines
9.5 KiB
Markdown
229 lines
9.5 KiB
Markdown
# How to perform a full screen blit in Single Pass Instanced rendering in XR
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The example on this page describes how to create a custom Renderer Feature that performs a full screen blit in Single Pass Instanced rendering in XR.
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## Example overview
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This example implements the following solution:
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* A [custom Renderer Feature](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/api/UnityEngine.Rendering.Universal.ScriptableRendererFeature.html) calls a custom [Render Pass](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/api/UnityEngine.Rendering.Universal.ScriptableRenderPass.html).
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* The [Render Pass](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/api/UnityEngine.Rendering.Universal.ScriptableRenderPass.html) blits the Opaque Texture to the the [Camera color target](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.0/api/UnityEngine.Rendering.Universal.ScriptableRenderer.html#UnityEngine_Rendering_Universal_ScriptableRenderer_cameraColorTarget) for the current renderer. The render pass uses the command buffer to draw a full screen mesh for both eyes.
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The example includes [the shader](#shader) that performs the GPU side of the rendering. The shader samples the color buffer using XR sampler macros.
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## Prerequisites
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This example requires 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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## <a name="example-objects"></a>Create example Scene and GameObjects
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To follow the steps in this example, create a new Scene with the following GameObjects:
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1. Create a Cube. Ensure that the Cube is clearly visible from the main Camera.
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![](../Images/how-to/blit-xr/example-scene.png)
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Now you have the Scene necessary to follow the steps in this example.
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## Example implementation
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This section assumes that you created a Scene as described in section [Create example Scene and GameObjects](#example-objects).
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Follow these steps to create a [custom Renderer Feature](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/api/UnityEngine.Rendering.Universal.ScriptableRendererFeature.html) with a custom [Render Pass](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/api/UnityEngine.Rendering.Universal.ScriptableRenderPass.html).
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1. Create a new C# script. Call it `ColorBlitRendererFeature.cs`. This script implements the custom Renderer Feature.
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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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internal class ColorBlitRendererFeature : ScriptableRendererFeature
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{
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public Shader m_Shader;
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public float m_Intensity;
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Material m_Material;
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ColorBlitPass m_RenderPass = null;
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (renderingData.cameraData.cameraType == CameraType.Game)
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{
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//Calling ConfigureInput with the ScriptableRenderPassInput.Color argument ensures that the opaque texture is available to the Render Pass
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m_RenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
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m_RenderPass.SetTarget(renderer.cameraColorTarget, m_Intensity);
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renderer.EnqueuePass(m_RenderPass);
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}
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}
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public override void Create()
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{
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if (m_Shader != null)
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m_Material = new Material(m_Shader);
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m_RenderPass = new ColorBlitPass(m_Material);
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}
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protected override void Dispose(bool disposing)
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{
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CoreUtils.Destroy(m_Material);
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}
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}
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```
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2. Create a new C# script. Call it `ColorBlitPass.cs`. This script implements the custom Render Pass that performs the custom blit draw call.
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This Render Pass uses the `cmd.DrawMesh` method to draw a full-screen quad and perform the blit operation.
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> **NOTE:** Do not use the `cmd.Blit` method in URP XR projects because that method has compatibility issues with the URP XR integration. Using `cmd.Blit` might implicitly enable or disable XR shader keywords, which breaks XR SPI rendering.
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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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internal class ColorBlitPass : ScriptableRenderPass
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{
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ProfilingSampler m_ProfilingSampler = new ProfilingSampler("ColorBlit");
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Material m_Material;
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RenderTargetIdentifier m_CameraColorTarget;
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float m_Intensity;
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public ColorBlitPass(Material material)
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{
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m_Material = material;
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renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
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}
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public void SetTarget(RenderTargetIdentifier colorHandle, float intensity)
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{
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m_CameraColorTarget = colorHandle;
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m_Intensity = intensity;
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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ConfigureTarget(new RenderTargetIdentifier(m_CameraColorTarget, 0, CubemapFace.Unknown, -1));
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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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var camera = renderingData.cameraData.camera;
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if (camera.cameraType != CameraType.Game)
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return;
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if (m_Material == null)
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return;
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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m_Material.SetFloat("_Intensity", m_Intensity);
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cmd.SetRenderTarget(new RenderTargetIdentifier(m_CameraColorTarget, 0, CubemapFace.Unknown, -1));
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//The RenderingUtils.fullscreenMesh argument specifies that the mesh to draw is a quad.
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Material);
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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}
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```
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3. <a name="shader"></a>Create the shader that performs the blit operation. Call the shader file `ColorBlit.shader`. The vertex function outputs the full-screen quad position. The fragment function samples the color buffer and returns the `color * float4(0, _Intensity, 0, 1)` value to the render target.
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```hlsl
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Shader "ColorBlit"
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZWrite Off Cull Off
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Pass
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{
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Name "ColorBlitPass"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionHCS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// Note: The pass is setup with a mesh already in clip
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// space, that's why, it's enough to just output vertex
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// positions
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output.positionCS = float4(input.positionHCS.xyz, 1.0);
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#if UNITY_UV_STARTS_AT_TOP
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output.positionCS.y *= -1;
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#endif
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output.uv = input.uv;
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return output;
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}
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TEXTURE2D_X(_CameraOpaqueTexture);
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SAMPLER(sampler_CameraOpaqueTexture);
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float _Intensity;
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half4 frag (Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float4 color = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, input.uv);
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return color * float4(0, _Intensity, 0, 1);
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}
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ENDHLSL
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}
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}
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}
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```
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4. Add the `ColorBlitRendererFeature` to the Universal Renderer asset.
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![Add Renderer Feature](../Images/how-to/blit-xr/add-renderer-feature.png)
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For information on how to add a Renderer Feature, see the page [How to add a Renderer Feature to a Renderer](../urp-renderer-feature-how-to-add.md).
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For this example, set the Intensity property to 1.5.
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5. To visualize the example, configure the project to use XR SDK. [Add the MockHMD XR Plugin to the project](https://docs.unity3d.com/Packages/com.unity.xr.mock-hmd@latest/index.html). Set the **Render Mode** property to **Single Pass Instanced**.
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![Configure MockHMD](../Images/how-to/blit-xr/xr-plugin-mockhmd.png)
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Unity shows the following views:
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![Final Scene and Game views](../Images/how-to/blit-xr/final-scene-and-game-view.png)
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6. Enter the Play mode. Unity shows the color buffer.
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![Final Play mode view](../Images/how-to/blit-xr/final-play-mode-view.png)
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The example is complete.
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