Version: Unity 6.1 (6000.1)
Language : English
Use a texture in a render pass in URP
Frame data in the render graph system in URP

Transfer a texture between render passes in URP

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.

Add a texture to the frame data

You can add a texture to the frame data so you can fetch the texture in a later render pass.

Follow these steps:

  1. Create a class that inherits ContextItem and contains a texture handle field.

    For example:

    public class MyCustomData : ContextItem {
        public TextureHandle textureToTransfer;
    }
    
  2. 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;
        }
    }    
    
  3. 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>();
        }
    }
    
  4. 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.

Example

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")));
        }
    }
}

Set a texture as a global texture

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:

  • Access the texture in a different render pass with the UseGlobalTexture() or UseAllGlobalTextures() API.
  • Use the texture on any material in your 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
    by referencing its nameID.

Access a global texture

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.

Use a texture in a render pass in URP
Frame data in the render graph system in URP