You can use the render graph AddUnsafePass
API to use Compatibility Mode APIs such as SetRenderTarget
in render graph system render passes.
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, you must 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, you must also set the texture as writeable using the UseTexture
method.
For example:
builder.UseTexture(passData.textureToWriteTo, AccessFlags.Write);
You can now use Compatibility Mode APIs in your SetRenderFunc
method.
The following example uses the Compatibility Mode 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.
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