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Example of a Scriptable Renderer Feature in Compatibility mode in URP

An example that describes how to create a custom Renderer Feature that performs a full screen blit.
Read time 4 minutesLast updated a month ago

The example on this page performs a full-screen blit 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:
  1. 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.
  2. 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.
  3. To create the shader code that tints the pixels green, create a shader file, then paste in the code from the Example shader section.
    Note
    The shader you use with the
    Blitter
    API must be a hand-coded shader. Shader Graph shaders aren't compatible with the
    Blitter
    API.
  4. 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 XR, install the MockHMD XR Plugin package in your project, then set the Render Mode property to Single Pass Instanced.

Example custom render pass

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); }}

Example Scriptable Renderer Feature

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); }}

Example shader

The shader performs the GPU side of the rendering. It samples the color texture from the camera, 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 } }}

Additional resources