You can use the render graph AddUnsafePass API to use CommandBuffer interface APIs such as SetRenderTarget in render graph system render passes.
The AddUnsafePass API gives access to the UnsafeCommandBuffer, which gives access to more CommandBuffer functions than the RasterCommandBuffer API.
Note: Both AddUnsafePass and RasterCommandBuffer restrict access to certain commandBuffer functions so that RenderGraph can better optimize the frame. The most important function unsafeCommandbuffer gives you access to is SetRenderTarget.
If you use the AddUnsafePass API, the following applies:
SetRenderAttachment method in the RecordRenderGraph method. Use SetRenderTarget in the SetRenderFunc method instead.To create an unsafe render pass, follow these steps:
In your RecordRenderGraph method, use the AddUnsafePass method instead of the AddRasterRenderPass method.
For example:
using (var builder = renderGraph.AddUnsafePass<PassData>("My unsafe render pass", out var passData))
When you call the SetRenderFunc method, use the UnsafeGraphContext type instead of RasterGraphContext.
For example:
builder.SetRenderFunc(
(PassData passData, UnsafeGraphContext context) => ExecutePass(passData, context)
);
If your render pass writes to a texture, add the texture as a field in your pass data class.
For example:
private class PassData
{
internal TextureHandle textureToWriteTo;
}
If your render pass writes to a texture, set the texture as writeable using the UseTexture method.
For example:
builder.UseTexture(passData.textureToWriteTo, AccessFlags.Write);
You can now use CommandBuffer interface APIs in your SetRenderFunc method.
The following example uses the CommandBuffer interface SetRenderTarget API to set the render target to the active color buffer during the render pass, then draw objects using their surface normals as colors.
using UnityEngine;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class DrawNormalsToActiveColorTexture : ScriptableRendererFeature
{
DrawNormalsPass unsafePass;
public override void Create()
{
unsafePass = new DrawNormalsPass();
unsafePass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(unsafePass);
}
class DrawNormalsPass : ScriptableRenderPass
{
private class PassData
{
internal TextureHandle activeColorBuffer;
internal TextureHandle cameraNormalsTexture;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
using (var builder = renderGraph.AddUnsafePass<PassData>("Draw normals", out var passData))
{
// Make sure URP generates the normals texture
ConfigureInput(ScriptableRenderPassInput.Normal);
// Get the frame data
UniversalResourceData resourceData = frameContext.Get<UniversalResourceData>();
// Add the active color buffer to our pass data, and set it as writeable
passData.activeColorBuffer = resourceData.activeColorTexture;
builder.UseTexture(passData.activeColorBuffer, AccessFlags.Write);
// Add the camera normals texture to our pass data
passData.cameraNormalsTexture = resourceData.cameraNormalsTexture;
builder.UseTexture(passData.cameraNormalsTexture);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, UnsafeGraphContext context) => ExecutePass(data, context));
}
}
static void ExecutePass(PassData passData, UnsafeGraphContext context)
{
// Create a command buffer for a list of rendering methods
CommandBuffer unsafeCommandBuffer = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd);
// Add a command to set the render target to the active color buffer so URP draws to it
context.cmd.SetRenderTarget(passData.activeColorBuffer);
// Add a command to copy the camera normals texture to the render target
Blitter.BlitTexture(unsafeCommandBuffer, passData.cameraNormalsTexture, new Vector4(1, 1, 0, 0), 0, false);
}
}
}
For another example, refer to the example called UnsafePass in the Universal Render Pipeline (URP) package samples.