You can transfer a texture between render passes, for example if you need to create a texture in one render pass and read it in a later render pass.
Use the following methods to transfer textures between render passes:
You can also store the texture outside the render passes, for example as a TextureHandle
in a Scriptable Renderer Feature.
If you need to use make sure a texture is available across multiple frames, or that multiple camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary can access it, refer to Import a texture into the render graph system instead.
You can add a texture to the frame data so you can fetch the texture in a later render pass.
Follow these steps:
Create a class that inherits ContextItem
and contains a texture handle field.
For example:
public class MyCustomData : ContextItem {
public TextureHandle textureToTransfer;
}
You must implement the Reset()
method in your class, to reset the texture when the frame resets.
For example:
public class MyCustomData : ContextItem {
public TextureHandle textureToTransfer;
public override void Reset()
{
textureToTransfer = TextureHandle.nullHandle;
}
}
In your RecordRenderGraph
method, add an instance of your class to the frame data.
For example:
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Get frame data", out var passData))
{
UniversalResourceData resourceData = frameContext.Get<UniversalResourceData>();
var customData = contextData.Create<MyCustomData>();
}
}
Set the texture handle to your texture.
For example:
// Create texture properties that match the screen
RenderTextureDescriptor textureProperties = new RenderTextureDescriptor(Screen.width, Screen.height, RenderTextureFormat.Default, 0);
// Create the texture
TextureHandle texture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, textureProperties, "My texture", false);
// Set the texture in the custom data instance
customData.textureToTransfer = texture;
In a later render pass, in your RecordRenderGraph
method, you can get your custom data and fetch your texture:
For example:
// Get the custom data
MyCustomData fetchedData = frameData.Get<MyCustomData>();
// Get the texture
TextureHandle customTexture = customData.textureToTransfer;
For more information about frame data, refer to Use frame data.
The following example adds a CustomData
class that contains a texture. The first render pass clears the texture to yellow, and the second render pass fetches the yellow texture and draws a triangle onto it.
using UnityEngine;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering;
public class AddOwnTextureToFrameData : ScriptableRendererFeature
{
AddOwnTexturePass customPass1;
DrawTrianglePass customPass2;
public override void Create()
{
customPass1 = new AddOwnTexturePass();
customPass2 = new DrawTrianglePass();
customPass1.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
customPass2.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(customPass1);
renderer.EnqueuePass(customPass2);
}
// Create the first render pass, which creates a texture and adds it to the frame data
class AddOwnTexturePass : ScriptableRenderPass
{
class PassData
{
internal TextureHandle copySourceTexture;
}
// Create the custom data class that contains the new texture
public class CustomData : ContextItem {
public TextureHandle newTextureForFrameData;
public override void Reset()
{
newTextureForFrameData = TextureHandle.nullHandle;
}
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Create new texture", out var passData))
{
// Create a texture and set it as the render target
RenderTextureDescriptor textureProperties = new RenderTextureDescriptor(Screen.width, Screen.height, RenderTextureFormat.Default, 0);
TextureHandle texture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, textureProperties, "My texture", false);
CustomData customData = frameContext.Create<CustomData>();
customData.newTextureForFrameData = texture;
builder.SetRenderAttachment(texture, 0, AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
static void ExecutePass(PassData data, RasterGraphContext context)
{
// Clear the render target (the texture) to yellow
context.cmd.ClearRenderTarget(true, true, Color.yellow);
}
}
// Create the second render pass, which fetches the texture and writes to it
class DrawTrianglePass : ScriptableRenderPass
{
class PassData
{
// No local pass data needed
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Fetch texture and draw triangle", out var passData))
{
// Fetch the yellow texture from the frame data and set it as the render target
var customData = frameContext.Get<AddOwnTexturePass.CustomData>();
var customTexture = customData.newTextureForFrameData;
builder.SetRenderAttachment(customTexture, 0, AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
static void ExecutePass(PassData data, RasterGraphContext context)
{
// Generate a triangle mesh
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 1, 0) };
mesh.triangles = new int[] { 0, 1, 2 };
// Draw a triangle to the render target (the yellow texture)
context.cmd.DrawMesh(mesh, Matrix4x4.identity, new Material(Shader.Find("Universal Render Pipeline/Unlit")));
}
}
}
If you need to use a texture as the input for the shaderA program that runs on the GPU. More info
See in Glossary on a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary, you can set a texture as a global texture. A global texture is available to all shaders and render passes.
Setting a texture as a global texture can make rendering slower. Refer to SetGlobalTexture.
Don’t use an unsafe render pass and CommandBuffer.SetGlobal
to set a texture as a global texture, because it might cause errors.
To set a global texture, in the RecordRenderGraph
method, use the SetGlobalTextureAfterPass
method.
For example:
// Allocate a global shader texture called _GlobalTexture
private int globalTextureID = Shader.PropertyToID("_GlobalTexture")
using (var builder = renderGraph.AddRasterRenderPass<PassData>("MyPass", out var passData)){
// Set a texture to the global texture
builder.SetGlobalTextureAfterPass(texture, globalTextureID);
}
If you don’t already call SetRenderFunc
, you must also add an empty render function. For example:
builder.SetRenderFunc((PassData data, RasterGraphContext context) => { });
You can now:
UseGlobalTexture()
or UseAllGlobalTextures()
API.