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 = frameContext.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. To see the render passes, open the Frame Debugger.
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.nameID
.Access a specific texture set as a global texture in a different render pass with the nameID
of the texture (retrieve it with Shader.PropertyToId
). Make sure to set the appropriate access flags depending on how the pass uses the global texture.
For example:
class AccessGlobalTexturePass : ScriptableRenderPass
{
// The nameID of the globalTexture you want to use - which you have set in a previous pass
private int globalTextureID = Shader.PropertyToID("_GlobalTexture")
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))
{
// Set the inputs and outputs of your pass
// builder.SetRenderAttachment(/*...*/);
// builder.UseTexture(/*...*/);
// Use the global texture in this pass
builder.UseGlobalTexture(globalTextureID, AccessFlags.Read);
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
static void ExecutePass(PassData data, RasterGraphContext context)
{
// ...
}
}
Note: You can also use all the global textures in your pass with builder.UseAllGlobalTextures(true);
instead of a single one. However, this comes with potential performance costs.