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andybak avatar andybak commented on June 25, 2024

Did you close this because you solved it? If so some insight would be valuable for others.

from hdrp-custom-passes.

kenamis avatar kenamis commented on June 25, 2024

Yes. It was embarrassingly simple after I started reading through the code. It's essentially exactly the same as the DrawRenderers but without the override material or pass index. The thing that was tripping me up was I had a lightmode tag in my shader. I set it to the name of my pass, which fixed the issue, but I think shouldn't need it at all for an unlit shader (I need to look in to this further).

[System.Serializable]
class ColorID : CustomPass
{
    public string passName;
    public LayerMask layerMask = -1;

    ShaderTagId shaderTagId;

    // 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.
    protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
    {
        // Setup code here
        shaderTagId = new ShaderTagId(passName);
    }

    protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera camera, CullingResults cullingResult)
    {
        if (string.IsNullOrEmpty(passName))
            return;

        // Executed every frame for all the camera inside the pass volume
        RendererListDesc result = new RendererListDesc(shaderTagId, cullingResult, camera.camera)
        {
            rendererConfiguration = PerObjectData.None,
            renderQueueRange = RenderQueueRange.all,
            sortingCriteria = SortingCriteria.CommonOpaque,
            excludeObjectMotionVectors = false,
            layerMask = layerMask,
        };

        HDUtils.DrawRendererList(renderContext, cmd, RendererList.Create(result));
    }

    protected override void Cleanup()
    {
        // Cleanup code
    }
}

from hdrp-custom-passes.

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