To draw objects in a custom render pass that uses the render graph system, use the RendererListHandle
API to create a list of objects to draw.
Follow these steps:
In your ScriptableRenderPass
class, in the class you use for pass data, create a RendererListHandle
field.
For example:
private class PassData { public RendererListHandle objectsToDraw; }
Create a RendererListParams object that contains the objects to draw, drawing settings, and culling data. For more information about the RenderListParams
object, refer to Creating a simple render loop in a custom render pipeline.
For a detailed example, refer to Example.
In the RecordRenderGraph
method, use the CreateRendererList
API to convert the RendererListParams
object to a handle that the render graph system can use.
For example:
RenderListHandle rendererListHandle = renderGraph.CreateRendererList(rendererListParameters);
Set the RendererListHandle
field in the pass data.
For example:
passData.objectsToDraw = rendererListHandle;
After you set a RendererListHandle
in the pass data, you can draw the objects in the list.
Follow these steps:
In the RecordRenderGraph
method, tell the render graph system to use the list of objects, using the UseRendererList
API.
For example:
builder.UseRendererList(passData.rendererListHandle);
Set the texture to draw the objects onto. Set both the color texture and the depth texture so URP renders the objects correctly.
For example, the following tells URP to draw to the color texture and depth texture of the active cameraA 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 texture.
UniversalResourceData frameData = frameContext.Get<UniversalResourceData>(); builder.SetRenderAttachment(frameData.activeColorTexture, 0); builder.SetRenderAttachmentDepth(frameData.activeDepthTexture, AccessFlags.Write);
In your SetRenderFunc
method, draw the renderers using the DrawRendererList
API.
For example:
context.cmd.DrawRendererList(passData.rendererListHandle);
The following Scriptable Renderer Feature redraws the objects in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary that have their Lightmode
tag set to UniversalForward
, using an override material.
After you add this Scriptable Reader Feature to the renderer, set the Material To Use parameter to any material.
using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.RenderGraphModule; public class DrawObjectsWithOverrideMaterial : ScriptableRendererFeature { DrawObjectsPass drawObjectsPass; public Material overrideMaterial; public override void Create() { // Create the render pass that draws the objects, and pass in the override material drawObjectsPass = new DrawObjectsPass(overrideMaterial); // Insert render passes after URP's post-processing render pass drawObjectsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { // Add the render pass to the URP rendering loop renderer.EnqueuePass(drawObjectsPass); } class DrawObjectsPass : ScriptableRenderPass { private Material materialToUse; public DrawObjectsPass(Material overrideMaterial) { // Set the pass's local copy of the override material materialToUse = overrideMaterial; } private class PassData { // Create a field to store the list of objects to draw public RendererListHandle rendererListHandle; } public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext) { using (var builder = renderGraph.AddRasterRenderPass<PassData>("Redraw objects", out var passData)) { // Get the data needed to create the list of objects to draw UniversalRenderingData renderingData = frameContext.Get<UniversalRenderingData>(); UniversalCameraData cameraData = frameContext.Get<UniversalCameraData>(); UniversalLightData lightData = frameContext.Get<UniversalLightData>(); SortingCriteria sortFlags = cameraData.defaultOpaqueSortFlags; RenderQueueRange renderQueueRange = RenderQueueRange.opaque; FilteringSettings filterSettings = new FilteringSettings(renderQueueRange, ~0); // Redraw only objects that have their LightMode tag set to UniversalForward ShaderTagId shadersToOverride = new ShaderTagId("UniversalForward"); // Create drawing settings DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(shadersToOverride, renderingData, cameraData, lightData, sortFlags); // Add the override material to the drawing settings drawSettings.overrideMaterial = materialToUse; // Create the list of objects to draw var rendererListParameters = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings); // Convert the list to a list handle that the render graph system can use passData.rendererListHandle = renderGraph.CreateRendererList(rendererListParameters); // Set the render target as the color and depth textures of the active camera texture UniversalResourceData resourceData = frameContext.Get<UniversalResourceData>(); builder.UseRendererList(passData.rendererListHandle); builder.SetRenderAttachment(resourceData.activeColorTexture, 0); builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write); builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context)); } } static void ExecutePass(PassData data, RasterGraphContext context) { // Clear the render target to black context.cmd.ClearRenderTarget(true, true, Color.black); // Draw the objects in the list context.cmd.DrawRendererList(data.rendererListHandle); } } }
For another example, refer to the example called RendererList in the render graph system URP package samples.
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