// Copyright (c) 2023 Nico de Poel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; #if UNITY_2018_3_OR_NEWER [ExecuteAlways] #else [ExecuteInEditMode] #endif [RequireComponent(typeof(Camera))] public class Passthru : MonoBehaviour { public RenderTexture renderTexture; public RenderTexture motionVectors; private static readonly int CameraMotionVectors = Shader.PropertyToID("_CameraMotionVectors"); private Camera _camera; private CommandBuffer _commandBuffer; private void OnEnable() { _camera = GetComponent(); _commandBuffer = new CommandBuffer { name = "Passthru" }; _commandBuffer.SetGlobalTexture(CameraMotionVectors, motionVectors); _commandBuffer.Blit(renderTexture, BuiltinRenderTextureType.CameraTarget); _camera.AddCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, _commandBuffer); } private void OnDisable() { if (_commandBuffer != null) { if (_camera != null) _camera.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, _commandBuffer); _commandBuffer.Release(); _commandBuffer = null; } } }