The example on this page performs a full-screen blitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
See in Glossary that tints the screen green.
Note: Unity no longer develops or improves the rendering path that doesn’t use the render graph API. Use the render graph API instead when developing new graphics features. To use the instructions on this page, enable Compatibility Mode (Render Graph Disabled) in URP graphics settings (Project Settings > Graphics).
To use the examples, follow these steps:
To create the custom render pass, create a new C# script called ColorBlitPass.cs
, then paste in the code from the Example custom render pass section.
Note: The example uses the Blitter
API. Don’t use the CommandBuffer.Blit
API in Compatibility Mode. Refer to Blit in Compatibility Mode for more information.
To create the Scriptable Renderer Feature that adds the custom render pass to the render loop, create a new C# script called ColorBlitRendererFeature.cs
, then paste in the code from the Example Scriptable Renderer Feature section.
To create the shaderA program that runs on the GPU. More info
See in Glossary code that tints the pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary green, create a shader file, then paste in the code from the Example shader section.
Add the ColorBlitRendererFeature
to the current URP Renderer asset. For more information, refer to Add a Renderer Feature to a URP Renderer.
To change the brightness, adjust the Intensity property in the Color Blit Renderer Feature component.
Note: To visualize the example if your project uses XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary, install the MockHMD XR Plugin package in your project, then set the Render Mode property to Single Pass Instanced.
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
internal class ColorBlitPass : ScriptableRenderPass
{
ProfilingSampler m_ProfilingSampler = new ProfilingSampler("ColorBlit");
Material m_Material;
RTHandle m_CameraColorTarget;
float m_Intensity;
public ColorBlitPass(Material material)
{
m_Material = material;
renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
}
public void SetTarget(RTHandle colorHandle, float intensity)
{
m_CameraColorTarget = colorHandle;
m_Intensity = intensity;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
ConfigureTarget(m_CameraColorTarget);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cameraData = renderingData.cameraData;
if (cameraData.camera.cameraType != CameraType.Game)
return;
if (m_Material == null)
return;
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
m_Material.SetFloat("_Intensity", m_Intensity);
Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_CameraColorTarget, m_Material, 0);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}
The Scriptable Renderer Feature adds the render pass to the render loop.
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
internal class ColorBlitRendererFeature : ScriptableRendererFeature
{
public Shader m_Shader;
public float m_Intensity;
Material m_Material;
ColorBlitPass m_RenderPass = null;
public override void AddRenderPasses(ScriptableRenderer renderer,
ref RenderingData renderingData)
{
if (renderingData.cameraData.cameraType == CameraType.Game)
renderer.EnqueuePass(m_RenderPass);
}
public override void SetupRenderPasses(ScriptableRenderer renderer,
in RenderingData renderingData)
{
if (renderingData.cameraData.cameraType == CameraType.Game)
{
// Calling ConfigureInput with the ScriptableRenderPassInput.Color argument
// ensures that the opaque texture is available to the Render Pass.
m_RenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
m_RenderPass.SetTarget(renderer.cameraColorTargetHandle, m_Intensity);
}
}
public override void Create()
{
m_Material = CoreUtils.CreateEngineMaterial(m_Shader);
m_RenderPass = new ColorBlitPass(m_Material);
}
protected override void Dispose(bool disposing)
{
CoreUtils.Destroy(m_Material);
}
}
The shader performs the GPU side of the rendering. It samples the color texture from the 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, then outputs the color with the green value set to the chosen intensity.
Shader "ColorBlit"
{
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZWrite Off Cull Off
Pass
{
Name "ColorBlitPass"
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// The Blit.hlsl file provides the vertex shader (Vert),
// the input structure (Attributes) and the output structure (Varyings)
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#pragma vertex Vert
#pragma fragment frag
// Set the color texture from the camera as the input texture
TEXTURE2D_X(_CameraOpaqueTexture);
SAMPLER(sampler_CameraOpaqueTexture);
// Set up an intensity parameter
float _Intensity;
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Sample the color from the input texture
float4 color = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, input.texcoord);
// Output the color from the texture, with the green value set to the chosen intensity
return color * float4(0, _Intensity, 0, 1);
}
ENDHLSL
}
}
}