#if URP_PRESENT using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEngine.Perception.GroundTruth { class InstanceSegmentationUrpPass : ScriptableRenderPass { InstanceSegmentationCrossPipelinePass m_InstanceSegmentationPass; public InstanceSegmentationUrpPass(Camera camera, RenderTexture targetTexture) { m_InstanceSegmentationPass = new InstanceSegmentationCrossPipelinePass(camera); ConfigureTarget(targetTexture, targetTexture.depthBuffer); m_InstanceSegmentationPass.Setup(); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var commandBuffer = CommandBufferPool.Get(nameof(InstanceSegmentationUrpPass)); m_InstanceSegmentationPass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults); CommandBufferPool.Release(commandBuffer); } } class SemanticSegmentationUrpPass : ScriptableRenderPass { SemanticSegmentationCrossPipelinePass m_SemanticSegmentationCrossPipelinePass; public SemanticSegmentationUrpPass(Camera camera, RenderTexture targetTexture, LabelingConfiguration labelingConfiguration) { m_SemanticSegmentationCrossPipelinePass = new SemanticSegmentationCrossPipelinePass(camera, labelingConfiguration); ConfigureTarget(targetTexture, targetTexture.depthBuffer); m_SemanticSegmentationCrossPipelinePass.Setup(); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var commandBuffer = CommandBufferPool.Get(nameof(SemanticSegmentationUrpPass)); m_SemanticSegmentationCrossPipelinePass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults); CommandBufferPool.Release(commandBuffer); } } public class GroundTruthRendererFeature : ScriptableRendererFeature { public override void Create() {} public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { var cameraObject = renderingData.cameraData.camera.gameObject; var perceptionCamera = cameraObject.GetComponent(); if (perceptionCamera == null) return; #if UNITY_EDITOR if (!EditorApplication.isPlaying) return; #endif foreach (var pass in perceptionCamera.passes) renderer.EnqueuePass(pass); } } } #endif