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using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
//This renderer feature will replicate a "don't clear" behaviour by injecting two passes into the pipeline:
//One pass that copies color at the end of a frame
//Another pass that draws the content of the copied texture at the beginning of a new frame
public class KeepFrameFeature : ScriptableRendererFeature
{
//This pass is responsible for copying color to a specified destination
class CopyFramePass : ScriptableRenderPass
{
private RenderTargetIdentifier source { get; set; }
private RenderTargetHandle destination { get; set; }
public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
{
this.source = source;
this.destination = destination;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (renderingData.cameraData.camera.cameraType != CameraType.Game)
return;
CommandBuffer cmd = CommandBufferPool.Get("CopyFramePass");
RenderTargetIdentifier opaqueColorRT = destination.Identifier();
Blit(cmd, source, opaqueColorRT);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(destination.id);
if (destination != RenderTargetHandle.CameraTarget)
{
cmd.ReleaseTemporaryRT(destination.id);
destination = RenderTargetHandle.CameraTarget;
}
}
}
//This pass is responsible for drawing the old color to a full screen quad
class DrawOldFramePass : ScriptableRenderPass
{
private Material m_DrawOldFrameMaterial;
private RenderTargetHandle m_handle;
private string m_textureName;
public void Setup(Material drawOldFrameMaterial, RenderTargetHandle handle, string textureName)
{
m_DrawOldFrameMaterial = drawOldFrameMaterial;
m_handle = handle;
m_textureName = textureName;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
{
RenderTextureDescriptor descriptor = cameraTextureDescripor;
descriptor.msaaSamples = 1;
descriptor.depthBufferBits = 0;
cmd.GetTemporaryRT(m_handle.id, descriptor, FilterMode.Bilinear);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_DrawOldFrameMaterial != null)
{
CommandBuffer cmd = CommandBufferPool.Get("DrawOldFramePass");
cmd.SetGlobalTexture(m_textureName, m_handle.id);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_DrawOldFrameMaterial, 0, 0);
cmd.SetViewProjectionMatrices(renderingData.cameraData.camera.worldToCameraMatrix, renderingData.cameraData.camera.projectionMatrix);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}
[Serializable]
public class Settings
{
[Tooltip("The material that is used when the old frame is redrawn at the start of the new frame (before opaques).")]
public Material displayMaterial;
[Tooltip("The name of the texture used for referencing the copied frame. (Defaults to _FrameCopyTex if empty)")]
public string textureName;
}
private CopyFramePass m_CopyFrame;
private DrawOldFramePass m_DrawOldFame;
private RenderTargetHandle m_OldFrameHandle;
public Settings settings = new Settings();
//In this function the passes are created and their point of injection is set
public override void Create()
{
m_CopyFrame = new CopyFramePass();
m_CopyFrame.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; //Frame color is copied late in the frame
m_DrawOldFame = new DrawOldFramePass();
m_DrawOldFame.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques; //Old frame is drawn early in the frame
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
m_OldFrameHandle.Init("_OldFrameRenderTarget");
m_DrawOldFame.ConfigureClear(ClearFlag.None, Color.red);
m_CopyFrame.Setup(renderer.cameraColorTarget, m_OldFrameHandle);
renderer.EnqueuePass(m_CopyFrame);
m_DrawOldFame.Setup(settings.displayMaterial, m_OldFrameHandle, String.IsNullOrEmpty(settings.textureName) ? "_FrameCopyTex" : settings.textureName);
renderer.EnqueuePass(m_DrawOldFame);
}
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