├── .gitignore ├── Assets ├── Art.meta ├── Art │ ├── Materials.meta │ └── Materials │ │ ├── StandardRed.mat │ │ ├── StandardRed.mat.meta │ │ ├── UnlitRed.mat │ │ └── UnlitRed.mat.meta ├── Code.meta ├── Code │ ├── ClearToRedCommandBuffer.cs │ ├── ClearToRedCommandBuffer.cs.meta │ ├── DrawRendererCommandBuffer.cs │ └── DrawRendererCommandBuffer.cs.meta ├── Scenes.meta └── Scenes │ ├── ClearToRed.unity │ ├── ClearToRed.unity.meta │ ├── DrawRenderer.unity │ └── DrawRenderer.unity.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── UnityPackageManager └── manifest.json /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /Assets/Art.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 646bc595781721c47a54347ac03edb0e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Art/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 878be19aba5215e41be1c08d62255d8f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Art/Materials/StandardRed.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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IN NO EVENT SHALL THE 19 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 22 | * SOFTWARE. 23 | **/ 24 | 25 | using UnityEngine; 26 | using UnityEngine.Rendering; 27 | 28 | /// 29 | /// Attaches a CommandBuffer to the required Camera OnEnable that clears the 30 | /// Camera's target to Red. 31 | /// 32 | [RequireComponent(typeof(Camera))] 33 | public class ClearToRedCommandBuffer : MonoBehaviour 34 | { 35 | // NOTE: Slightly modified from the example in the post for good practice. 36 | 37 | CommandBuffer commandBuffer; 38 | CameraEvent cameraEvent = CameraEvent.AfterEverything; 39 | 40 | private void OnEnable() 41 | { 42 | commandBuffer = new CommandBuffer() 43 | { 44 | name = "Clear to Red" 45 | }; 46 | commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); 47 | commandBuffer.ClearRenderTarget(true, true, Color.red, 1f); 48 | GetComponent().AddCommandBuffer(cameraEvent, commandBuffer); 49 | } 50 | 51 | private void OnDisable() 52 | { 53 | GetComponent().RemoveCommandBuffer(cameraEvent, commandBuffer); 54 | commandBuffer.Dispose(); 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Code/ClearToRedCommandBuffer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fc57b7d8cb0b7de4ba52d7007e56d36e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Code/DrawRendererCommandBuffer.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * MIT License 3 | * 4 | * Copyright (c) 2018 Joseph Pasek 5 | * 6 | * Permission is hereby granted, free of charge, to any person obtaining a copy 7 | * of this software and associated documentation files (the "Software"), to deal 8 | * in the Software without restriction, including without limitation the rights 9 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 | * copies of the Software, and to permit persons to whom the Software is 11 | * furnished to do so, subject to the following conditions: 12 | * 13 | * The above copyright notice and this permission notice shall be included in all 14 | * copies or substantial portions of the Software. 15 | * 16 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 22 | * SOFTWARE. 23 | **/ 24 | 25 | using UnityEngine; 26 | using UnityEngine.Rendering; 27 | 28 | [RequireComponent(typeof(CommandBuffer))] 29 | public class DrawRendererCommandBuffer : MonoBehaviour 30 | { 31 | new Camera camera; 32 | 33 | CommandBuffer commandBuffer; 34 | [SerializeField] 35 | CameraEvent cameraEvent = CameraEvent.BeforeForwardOpaque; 36 | 37 | RenderTexture renderTexture; 38 | RenderTargetIdentifier rtID; 39 | 40 | [SerializeField] 41 | Renderer targetRenderer; 42 | 43 | [SerializeField] 44 | int subMeshID; 45 | [SerializeField] 46 | int shaderPass; 47 | 48 | public bool debug = true; 49 | 50 | private void Awake() 51 | { 52 | camera = GetComponent(); 53 | } 54 | 55 | private void OnEnable() 56 | { 57 | // Create Render Target 58 | if(renderTexture == null) 59 | { 60 | renderTexture = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 0) 61 | { 62 | name = "DrawRendererTarget" 63 | }; 64 | renderTexture.Create(); 65 | } 66 | rtID = new RenderTargetIdentifier(renderTexture); 67 | 68 | // Build or clear the CommandBuffer 69 | if (commandBuffer == null) 70 | { 71 | commandBuffer = new CommandBuffer() 72 | { 73 | name = "Draw Renderer" 74 | }; 75 | } 76 | else 77 | commandBuffer.Clear(); 78 | 79 | commandBuffer.SetRenderTarget(rtID); 80 | commandBuffer.ClearRenderTarget(true, true, Color.clear, 1f); 81 | 82 | if (targetRenderer != null) 83 | commandBuffer.DrawRenderer( 84 | targetRenderer, 85 | targetRenderer.sharedMaterial, 86 | subMeshID, 87 | shaderPass); 88 | else 89 | Debug.LogWarning("No Renderer was assigned, the target RenderTexture will be empty.", this); 90 | 91 | camera.AddCommandBuffer(cameraEvent, commandBuffer); 92 | } 93 | 94 | private void OnDisable() 95 | { 96 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m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityCommandBuffers 2 | Unity CommandBuffer Examples 3 | 4 | View the blog post at http://colourmath.com/2018/tutorials/adventures-in-commandbuffers-an-epic-pt-1/ 5 | -------------------------------------------------------------------------------- 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