Recently I tried to figure out how to use CommandBuffer with universal render pipeline to draw mesh.
I created CustomForward renderer data and created CustomRenderPassFeature
Then I tried to render mesh using command buffer using following code
public class CustomRenderPassFeature : ScriptableRendererFeature
{
class CustomRenderPass : ScriptableRenderPass
{
private Material m_material;
private Mesh m_mesh;
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
if(m_material == null)
{
m_material = new Material(Shader.Find("Universal Render Pipeline/Lit"));
}
if(m_mesh == null)
{
m_mesh = Resources.Load<Mesh>("Cube");
}
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get();
cmd.DrawMesh(m_mesh, Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one), m_material);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// Cleanup any allocated resources that were created during the execution of this render pass.
public override void FrameCleanup(CommandBuffer cmd)
{
}
}
CustomRenderPass m_ScriptablePass;
public override void Create()
{
m_ScriptablePass = new CustomRenderPass();
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_ScriptablePass);
}
}
and got following results
Does anybody know how to use command buffers with universal render pipeline?