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RayMarchingRenderFeature.cs
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class RayMarchingRenderFeature : ScriptableRendererFeature
{
private sealed class Pass : ScriptableRenderPass
{
ProfilingSampler m_ProfilingSampler = new ProfilingSampler("RayMarching Pass");
Material m_Material;
RTHandle m_CameraColorTarget;
public Pass(Material material)
{
m_Material = material;
renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
}
public void SetTarget(RTHandle colorHandle)
{
m_CameraColorTarget = colorHandle;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
ConfigureTarget(m_CameraColorTarget);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (renderingData.cameraData.cameraType != CameraType.Game) return;
if (m_Material == null) return;
var stack = VolumeManager.instance.stack;
var param = stack.GetComponent<RayMarching>();
if (!param.IsActive()) return;
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
m_Material.SetColor("_BaseColor", param.baseColor.value);
Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_CameraColorTarget, m_Material, 0);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}
Pass m_RenderPass;
Shader m_Shader;
Material m_Material;
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (renderingData.cameraData.cameraType != CameraType.Game) return;
renderer.EnqueuePass(m_RenderPass);
}
public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
{
if (renderingData.cameraData.cameraType != CameraType.Game) return;
// Calling ConfigureInput with the ScriptableRenderPassInput.Color argument
// ensures that the opaque texture is available to the Render Pass.
m_RenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
m_RenderPass.SetTarget(renderer.cameraColorTargetHandle);
}
public override void Create()
{
m_Shader = Shader.Find("Custom/RayMarching");
m_Material = CoreUtils.CreateEngineMaterial(m_Shader);
m_RenderPass = new Pass(m_Material);
}
protected override void Dispose(bool disposing)
{
CoreUtils.Destroy(m_Material);
}
}