Browse Source

Finally figured out how to use render passes

Marcel Zickler 3 years ago
parent
commit
7787daefcd

+ 0 - 1
.idea/.idea.VR Cycling/.idea/indexLayout.xml

@@ -13,7 +13,6 @@
       <Path>Library/PackageCache/com.unity.ide.visualstudio@2.0.3</Path>
       <Path>Library/PackageCache/com.unity.ide.vscode@1.2.3</Path>
       <Path>Library/PackageCache/com.unity.inputsystem@1.0.1</Path>
-      <Path>Library/PackageCache/com.unity.postprocessing@3.0.1</Path>
       <Path>Library/PackageCache/com.unity.recorder@2.2.0-preview.4</Path>
       <Path>Library/PackageCache/com.unity.render-pipelines.core@7.3.1</Path>
       <Path>Library/PackageCache/com.unity.render-pipelines.core@8.2.0</Path>

+ 26 - 32
Assembly-CSharp-Editor.csproj

@@ -62,18 +62,30 @@
  <Reference Include="UnityEngine.TestRunner">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.TestRunner.dll</HintPath>
  </Reference>
+ <Reference Include="Unity.XR.Management">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.RenderPipeline.Universal.ShaderLibrary">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
  </Reference>
  <Reference Include="Unity.Timeline.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
  </Reference>
+ <Reference Include="Unity.Subsystem.Registration">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
+ </Reference>
+ <Reference Include="Unity.XR.OpenVR">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.RenderPipelines.Universal.Shaders">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
  </Reference>
  <Reference Include="Unity.VSCode.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
  </Reference>
+ <Reference Include="Unity.XR.OpenVR.Editor">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.Editor.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.Formats.Fbx.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Formats.Fbx.Editor.dll</HintPath>
  </Reference>
@@ -110,8 +122,11 @@
  <Reference Include="Unity.Timeline">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
  </Reference>
- <Reference Include="Unity.Postprocessing.Editor">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Postprocessing.Editor.dll</HintPath>
+ <Reference Include="UnityEngine.XR.LegacyInputHelpers">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
+ </Reference>
+ <Reference Include="Unity.XR.Management.Editor">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.Editor.dll</HintPath>
  </Reference>
  <Reference Include="Unity.Rider.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
@@ -119,12 +134,15 @@
  <Reference Include="Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll</HintPath>
  </Reference>
- <Reference Include="Unity.Postprocessing.Runtime">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Postprocessing.Runtime.dll</HintPath>
- </Reference>
  <Reference Include="Autodesk.Fbx">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Autodesk.Fbx.dll</HintPath>
  </Reference>
+ <Reference Include="UnityEditor.SpatialTracking">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.SpatialTracking.dll</HintPath>
+ </Reference>
+ <Reference Include="UnityEngine.SpatialTracking">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.VisualStudio.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
  </Reference>
@@ -137,39 +155,15 @@
  <Reference Include="Unity.TextMeshPro">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
  </Reference>
+ <Reference Include="UnityEditor.XR.LegacyInputHelpers">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.XR.LegacyInputHelpers.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.Formats.Fbx.Runtime">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Formats.Fbx.Runtime.dll</HintPath>
  </Reference>
  <Reference Include="UnityEditor.UI">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
  </Reference>
- <Reference Include="Unity.XR.Management">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
- </Reference>
- <Reference Include="Unity.Subsystem.Registration">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
- </Reference>
- <Reference Include="Unity.XR.OpenVR">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
- </Reference>
- <Reference Include="Unity.XR.OpenVR.Editor">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.Editor.dll</HintPath>
- </Reference>
- <Reference Include="UnityEngine.XR.LegacyInputHelpers">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
- </Reference>
- <Reference Include="Unity.XR.Management.Editor">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.Editor.dll</HintPath>
- </Reference>
- <Reference Include="UnityEditor.SpatialTracking">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.SpatialTracking.dll</HintPath>
- </Reference>
- <Reference Include="UnityEngine.SpatialTracking">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
- </Reference>
- <Reference Include="UnityEditor.XR.LegacyInputHelpers">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.XR.LegacyInputHelpers.dll</HintPath>
- </Reference>
  <Reference Include="UnityEngine">
  <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
  </Reference>

+ 31 - 33
Assembly-CSharp.csproj

@@ -87,6 +87,7 @@
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\SegmentLeaderboardType.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\EndianBinaryReader.cs" />
      <Compile Include="Assets\Scripts\Animation\BikeAnimation.cs" />
+     <Compile Include="Assets\Scripts\SicknessReduction\Visual\DynamicVignetting.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\HrZoneCalc.cs" />
      <Compile Include="Assets\Scripts\Roads\CrossingExtras.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\AntTxMesg.cs" />
@@ -127,6 +128,7 @@
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\HrvMesg.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\MesgCapabilitiesMesg.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\PwrZoneCalc.cs" />
+     <Compile Include="Assets\Scripts\MyBlitRenderPass.cs" />
      <Compile Include="Assets\Scripts\Calibration\MovePlayerPosition.cs" />
      <Compile Include="Assets\Scripts\Routes\Route.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\DeviceInfoMesg.cs" />
@@ -215,7 +217,7 @@
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\CourseMesg.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\DisplayMeasure.cs" />
      <Compile Include="Assets\Scripts\Sensors\ANT\SpeedSensorReceiver.cs" />
-     <Compile Include="Assets\Scripts\ESPController\DataBroker.cs" />
+     <Compile Include="Assets\Scripts\SicknessReduction\Haptic\DataBroker.cs" />
      <Compile Include="Assets\Scripts\Sensors\ANT\PowerMeterReceiver.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\ThreeDSensorCalibrationMesg.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Mesgs\SessionMesg.cs" />
@@ -258,6 +260,7 @@
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\WktStepTarget.cs" />
      <Compile Include="Assets\AdvancedAnt\Scripts\SpeedCadenceDisplay.cs" />
      <Compile Include="Assets\Scripts\Controller\KeyboardBikeController.cs" />
+     <Compile Include="Assets\Scripts\MyBlitFeature.cs" />
      <Compile Include="Assets\Scripts\Logging\Data\FrontWheelTrackerLogger.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\HrType.cs" />
      <Compile Include="Assets\AdvancedAnt\Plugins\Ant\Fit\Profile\Types\BatteryStatus.cs" />
@@ -354,20 +357,33 @@
      <None Include="Assets\Packages\Makaretu.Dns.Multicast.0.27.0\lib\net461\Makaretu.Dns.Multicast.xml" />
      <None Include="Assets\Packages\System.Security.Cryptography.Encoding.4.3.0\dotnet_library_license.txt" />
      <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile.shader" />
+     <None Include="Assets\Materials\InvertShader.shader" />
      <None Include="Assets\TextMesh Pro\Shaders\TMP_Sprite.shader" />
      <None Include="Assets\Packages\System.Net.WebSockets.4.3.0\dotnet_library_license.txt" />
+ <Reference Include="Unity.XR.Management">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.RenderPipeline.Universal.ShaderLibrary">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipeline.Universal.ShaderLibrary.dll</HintPath>
  </Reference>
  <Reference Include="Unity.Timeline.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
  </Reference>
+ <Reference Include="Unity.Subsystem.Registration">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
+ </Reference>
+ <Reference Include="Unity.XR.OpenVR">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.RenderPipelines.Universal.Shaders">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.Universal.Shaders.dll</HintPath>
  </Reference>
  <Reference Include="Unity.VSCode.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
  </Reference>
+ <Reference Include="Unity.XR.OpenVR.Editor">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.Editor.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.Formats.Fbx.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Formats.Fbx.Editor.dll</HintPath>
  </Reference>
@@ -404,8 +420,11 @@
  <Reference Include="Unity.Timeline">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
  </Reference>
- <Reference Include="Unity.Postprocessing.Editor">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Postprocessing.Editor.dll</HintPath>
+ <Reference Include="UnityEngine.XR.LegacyInputHelpers">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
+ </Reference>
+ <Reference Include="Unity.XR.Management.Editor">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.Editor.dll</HintPath>
  </Reference>
  <Reference Include="Unity.Rider.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
@@ -413,12 +432,15 @@
  <Reference Include="Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll</HintPath>
  </Reference>
- <Reference Include="Unity.Postprocessing.Runtime">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Postprocessing.Runtime.dll</HintPath>
- </Reference>
  <Reference Include="Autodesk.Fbx">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Autodesk.Fbx.dll</HintPath>
  </Reference>
+ <Reference Include="UnityEditor.SpatialTracking">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.SpatialTracking.dll</HintPath>
+ </Reference>
+ <Reference Include="UnityEngine.SpatialTracking">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.VisualStudio.Editor">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
  </Reference>
@@ -431,39 +453,15 @@
  <Reference Include="Unity.TextMeshPro">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
  </Reference>
+ <Reference Include="UnityEditor.XR.LegacyInputHelpers">
+ <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.XR.LegacyInputHelpers.dll</HintPath>
+ </Reference>
  <Reference Include="Unity.Formats.Fbx.Runtime">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Formats.Fbx.Runtime.dll</HintPath>
  </Reference>
  <Reference Include="UnityEditor.UI">
  <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
  </Reference>
- <Reference Include="Unity.XR.Management">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.dll</HintPath>
- </Reference>
- <Reference Include="Unity.Subsystem.Registration">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.Subsystem.Registration.dll</HintPath>
- </Reference>
- <Reference Include="Unity.XR.OpenVR">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.dll</HintPath>
- </Reference>
- <Reference Include="Unity.XR.OpenVR.Editor">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.OpenVR.Editor.dll</HintPath>
- </Reference>
- <Reference Include="UnityEngine.XR.LegacyInputHelpers">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.XR.LegacyInputHelpers.dll</HintPath>
- </Reference>
- <Reference Include="Unity.XR.Management.Editor">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/Unity.XR.Management.Editor.dll</HintPath>
- </Reference>
- <Reference Include="UnityEditor.SpatialTracking">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.SpatialTracking.dll</HintPath>
- </Reference>
- <Reference Include="UnityEngine.SpatialTracking">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll</HintPath>
- </Reference>
- <Reference Include="UnityEditor.XR.LegacyInputHelpers">
- <HintPath>C:/Unity Projects/VR Cycling/Library/ScriptAssemblies/UnityEditor.XR.LegacyInputHelpers.dll</HintPath>
- </Reference>
  <Reference Include="UnityEngine">
  <HintPath>C:/Program Files/Unity Editors/2020.1.12f1/Editor/Data/Managed/UnityEngine/UnityEngine.dll</HintPath>
  </Reference>

+ 90 - 0
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@@ -0,0 +1,90 @@
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+ 65 - 0
Assets/Materials/InvertShader.shader

@@ -0,0 +1,65 @@
+Shader "Custom/InvertShader"
+{
+    Properties
+    {
+        _MainTex ("Texture", 2D) = "white" {}
+    }
+    SubShader
+    {
+        // No culling or depth
+        Cull Off ZWrite Off ZTest Always
+
+        Pass
+        {
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+            #pragma vertex vert
+            #pragma fragment frag
+            #pragma multi_compile_instancing
+
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+
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+                float2 uv : TEXCOORD0;
+
+                UNITY_VERTEX_INPUT_INSTANCE_ID
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+
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+            {
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+                float4 vertex : SV_POSITION;
+
+                UNITY_VERTEX_OUTPUT_STEREO
+            };
+
+            v2f vert(appdata v)
+            {
+                v2f o;
+
+                UNITY_SETUP_INSTANCE_ID(v);
+                UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
+                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert
+
+                o.vertex = UnityObjectToClipPos(v.vertex);
+                o.uv = v.uv;
+                return o;
+            }
+
+            //sampler2D _MainTex;
+            UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); //Insert
+
+            fixed4 frag(v2f i) : SV_Target
+            {
+                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); //Insert
+
+                fixed4 col = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv); //Insert
+                // just invert the colors
+                col.rgb = 1 - col.rgb;
+                return col;
+            }
+            ENDCG
+        }
+    }
+}

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+ 231 - 225
Assets/Scenes/MainScene.unity


+ 48 - 0
Assets/Scripts/MyBlitFeature.cs

@@ -0,0 +1,48 @@
+using UnityEngine;
+using UnityEngine.Rendering.Universal;
+
+public class MyBlitFeature : ScriptableRendererFeature
+{
+  [System.Serializable]
+  public class MyFeatureSettings
+  {
+    // we're free to put whatever we want here, public fields will be exposed in the inspector
+    public bool IsEnabled = true;
+    public RenderPassEvent WhenToInsert = RenderPassEvent.AfterRendering;
+    public Material MaterialToBlit;
+  }
+
+  // MUST be named "settings" (lowercase) to be shown in the Render Features inspector
+  public MyFeatureSettings settings = new MyFeatureSettings();
+
+  RenderTargetHandle renderTextureHandle;
+  MyBlitRenderPass myRenderPass;
+
+  public override void Create()
+  {
+    myRenderPass = new MyBlitRenderPass(
+      "My custom pass",
+      settings.WhenToInsert,
+      settings.MaterialToBlit
+    );
+  }
+  
+  // called every frame once per camera
+  public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
+  {
+    if (!settings.IsEnabled)
+    {
+      // we can do nothing this frame if we want
+      return;
+    }
+    
+    // Gather up and pass any extra information our pass will need.
+    // In this case we're getting the camera's color buffer target
+    var cameraColorTargetIdent = renderer.cameraColorTarget;
+    myRenderPass.Setup(cameraColorTargetIdent);
+
+    // Ask the renderer to add our pass.
+    // Could queue up multiple passes and/or pick passes to use
+    renderer.EnqueuePass(myRenderPass);
+  }
+}

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+ 67 - 0
Assets/Scripts/MyBlitRenderPass.cs

@@ -0,0 +1,67 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.Universal;
+
+class MyBlitRenderPass : ScriptableRenderPass
+{
+  // used to label this pass in Unity's Frame Debug utility
+  string profilerTag;
+
+  Material materialToBlit;
+  RenderTargetIdentifier cameraColorTargetIdent;
+  RenderTargetHandle tempTexture;
+
+  public MyBlitRenderPass(string profilerTag,
+    RenderPassEvent renderPassEvent, Material materialToBlit)
+  {
+    this.profilerTag = profilerTag;
+    this.renderPassEvent = renderPassEvent;
+    this.materialToBlit = materialToBlit;
+  }
+
+  // This isn't part of the ScriptableRenderPass class and is our own addition.
+  // For this custom pass we need the camera's color target, so that gets passed in.
+  public void Setup(RenderTargetIdentifier cameraColorTargetIdent)
+  {
+    this.cameraColorTargetIdent = cameraColorTargetIdent;
+  }
+
+  // called each frame before Execute, use it to set up things the pass will need
+  public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
+  {
+    // create a temporary render texture that matches the camera
+    cmd.GetTemporaryRT(tempTexture.id, cameraTextureDescriptor);
+  }
+
+  // Execute is called for every eligible camera every frame. It's not called at the moment that
+  // rendering is actually taking place, so don't directly execute rendering commands here.
+  // Instead use the methods on ScriptableRenderContext to set up instructions.
+  // RenderingData provides a bunch of (not very well documented) information about the scene
+  // and what's being rendered.
+  public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
+  {
+    // fetch a command buffer to use
+    CommandBuffer cmd = CommandBufferPool.Get(profilerTag);
+    cmd.Clear();
+
+    // the actual content of our custom render pass!
+    // we apply our material while blitting to a temporary texture
+    cmd.Blit(cameraColorTargetIdent, tempTexture.Identifier(), materialToBlit, 0);
+
+    // ...then blit it back again 
+    cmd.Blit(tempTexture.Identifier(), cameraColorTargetIdent);
+
+    // don't forget to tell ScriptableRenderContext to actually execute the commands
+    context.ExecuteCommandBuffer(cmd);
+
+    // tidy up after ourselves
+    cmd.Clear();
+    CommandBufferPool.Release(cmd);
+  }
+
+  // called after Execute, use it to clean up anything allocated in Configure
+  public override void FrameCleanup(CommandBuffer cmd)
+  {
+    cmd.ReleaseTemporaryRT(tempTexture.id);
+  }
+}

+ 11 - 0
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Assets/Scripts/SicknessReduction.meta

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+ 21 - 1
Assets/Settings/ForwardRenderer.asset

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   m_Name: ForwardRenderer
   m_EditorClassIdentifier: 
-  m_RendererFeatures: []
+  m_RendererFeatures:
+  - {fileID: 6778055420923976788}
+  m_RendererFeatureMap: 549c15607e7d105e
   postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
   shaders:
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@@ -34,3 +36,21 @@ MonoBehaviour:
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+ 37 - 37
Assets/Settings/SampleSceneProfile.asset

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+ 0 - 1
Packages/manifest.json

@@ -6,7 +6,6 @@
     "com.unity.ide.visualstudio": "2.0.3",
     "com.unity.ide.vscode": "1.2.3",
     "com.unity.inputsystem": "1.0.1",
-    "com.unity.postprocessing": "3.0.1",
     "com.unity.render-pipelines.universal": "8.2.0",
     "com.unity.test-framework": "1.1.18",
     "com.unity.textmeshpro": "3.0.1",

+ 0 - 7
Packages/packages-lock.json

@@ -62,13 +62,6 @@
       "dependencies": {},
       "url": "https://packages.unity.com"
     },
-    "com.unity.postprocessing": {
-      "version": "3.0.1",
-      "depth": 0,
-      "source": "registry",
-      "dependencies": {},
-      "url": "https://packages.unity.com"
-    },
     "com.unity.recorder": {
       "version": "2.2.0-preview.4",
       "depth": 1,

+ 2 - 2
SteamVR_Editor.csproj

@@ -53,13 +53,13 @@
      <Compile Include="Assets\SteamVR\Editor\SteamVR_RenderModelEditor.cs" />
      <Compile Include="Assets\SteamVR\Editor\SteamVR_Editor.cs" />
      <Compile Include="Assets\SteamVR\Editor\SteamVR_UpdateModeEditor.cs" />
+     <Compile Include="Assets\SteamVR\Editor\SteamVR_AutoEnableVR_2018to2019.cs" />
      <Compile Include="Assets\SteamVR\Editor\SteamVR_Update.cs" />
      <Compile Include="Assets\SteamVR\Editor\SteamVR_SkyboxEditor.cs" />
+     <Compile Include="Assets\SteamVR\Editor\SteamVR_AutoEnableVR_5.4to2018.cs" />
      <Compile Include="Assets\SteamVR\Editor\SteamVR_AutoEnableVR.cs" />
      <Compile Include="Assets\SteamVR\Editor\SteamVR_UnitySettingsWindow.cs" />
      <Compile Include="Assets\SteamVR\Editor\SteamVR_Preferences.cs" />
-     <Compile Include="Assets\SteamVR\Editor\SteamVR_AutoEnableVR_2018to2019.cs" />
-     <Compile Include="Assets\SteamVR\Editor\SteamVR_AutoEnableVR_5.4to2018.cs" />
      <Compile Include="Assets\SteamVR\Editor\SteamVR_AutoEnableVR_2019plus.cs" />
      <None Include="Assets\SteamVR\Editor\SteamVR_Editor.asmdef" />
  <Reference Include="Unity.XR.OpenVR">

BIN
obj/Debug/Assembly-CSharp-Editor.csprojAssemblyReference.cache


BIN
obj/Debug/Assembly-CSharp.csprojAssemblyReference.cache


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