79 lines
4.6 KiB
Markdown
79 lines
4.6 KiB
Markdown
# Example Custom Render Texture with Shader Graph
|
||
|
||
This example demonstrates how to set up a Shader Graph for Custom Render Texture shaders to create a self-healing deformation effect that could be used for snow, sand, etc.
|
||
|
||
<video src="Images/CustomRenderTexture-Animation.mp4" title="A grid with various cells labeled with letter-number pairs (for example, A0, B1, G2, and so on), accompanied by arrows. Each cell is a different color. In the upper-left corner, there’s a black square with two red spots, one square and the other circular. The square remains stationary, while the circular spot traces a curve. In the upper-right corner, a black square contains the same glowing red spots, with the circular spot leaving a fading trail as it describes a curve. Above the grid, a cube corresponding to the square floats and leaves a hollow imprint behind, as if the grid were a mattress pressed by a heavy object. A red sphere traces the same curve as the circular spot, creating a furrow in the grid. The grid gradually recovers its original shape, and the furrow disappears." width="700" height="auto" autoplay="true" loop="true" controls></video>
|
||
|
||
|
||
|
||
For this effect, we need a Render Texture that contains the pixels we want to displace. This Render Texture is displayed at the top left corner of the preceding image. It was directly assigned to a camera that renders the objects in red above the UV plane.
|
||
|
||
1. Create a **Custom Render Texture** Shader Graph as follows:
|
||
- Right-click in the Project window.
|
||
- Select **Create** > **Shader Graph** > **Custom Render Texture** and name your shader.
|
||
|
||
2. Create a new **Custom Render Texture** as follows:
|
||
- Select **Create** > **Rendering** > **Custom Render Texture**.
|
||
- Configure the parameters to match the following settings:
|
||
- **Dimension**: 2D
|
||
- **Size**: 1024 x 1024
|
||
- **Anti-aliasing**: None
|
||
- **Enable Compatible Format**: selected
|
||
- **Color Format**: R32_SFLOAT
|
||
- **Depth Stencil Format**: None
|
||
- **Mipmap**: not selected
|
||
- **Dynamic Scaling**: not selected
|
||
- **Random Write**: not selected
|
||
- **Wrap Mode**: Clamp
|
||
- **Filter Mode**: Bilinear
|
||
- **Aniso Level**: 0
|
||
- **Material**: SnowHeightmapUpdate
|
||
**Note**: The material in the **Material** field was created.
|
||
- **Shader Pass**: <Unnamed Pass 0>
|
||
- **Initialization Mode**: OnDemand
|
||
- **Source**: Texture and Color
|
||
- **Color**: select a color
|
||
- **Texture**: None (Texture)
|
||
- **Update Mode**: Realtime
|
||
- **Period**: 0
|
||
- **Double Buffered**: selected
|
||
- **Wrap Update Zones**: not selected
|
||
- **Update Zone Space**: Normalized
|
||
- **Update Zones**: list empty
|
||
|
||

|
||
|
||
The following Shader Graph reads the output of the Camera Render Texture, as well as the Self texture, then adds them and lerps the result so that it tends towards 0 over time.
|
||
|
||

|
||
|
||
3. Finally you need to assign the **Custom Render Texture** to a material that can deform the geometry (tessellation or pixel displacement).
|
||
|
||
## New ShaderGraph Nodes for Custom Render Textures
|
||
|
||
Three new ShaderGraph nodes have been introduced to facilitate working with Custom Render Textures:
|
||
|
||
1. [Custom Render Texture Self](Custom-Texture-Self.md)
|
||
- Outputs the double-buffered texture from the previous update.
|
||
- It provides three outputs for different types of textures: 2D, 3D, and Cube textures.
|
||
|
||
2. [Custom Render Texture Size](Custom-Texture-Size.md)
|
||
- Outputs the width, height, and volume depth of the current Custom Render Texture.
|
||
- Use this node to determine the size of the texture being worked with.
|
||
|
||
3. [Custom Render Texture Slice](Custom-Texture-Slice.md)
|
||
- Outputs the current slice for 2D Texture Arrays or the Cubemap face index being updated.
|
||
|
||
## Known Limitations
|
||
|
||
When working with Custom Render Texture shaders, be aware of the following limitations:
|
||
|
||
* Rendering Order
|
||
- The Custom Render Texture update loop runs before any rendering operations. This means:
|
||
- You cannot access any render pipeline-specific information in the shader, such as depth, normal, or scene color.
|
||
- Despite this, you can rely on the content of the Custom Render Texture being ready for use in the scene when the camera renders.
|
||
|
||
## Additional resources
|
||
- [Custom Render Textures](https://docs.unity3d.com/Manual/class-CustomRenderTexture.html)
|
||
- [Custom Render Texture Nodes](Custom-Render-Texture-Nodes.md)
|