ShaderGraph Multiple RenderTargets
Hi,
Is there way to output to multiple render targets in the Shader Graph?
For instance, can I record screen space normals to a secondary render texture and use that output in a post process?
Is there a better approach to achieving this in LWRP?
Any direction is appreciated, thanks!
Seconded. Actually ANYTHING $$anonymous$$RT would be appreciated... I have failed miserable trying just to set $$anonymous$$RTs to a camera. Using directly cam.AddCommandBuffer, cam.SetRenderBuffers(...) Also getting a command buffer from the pool, setting the targets and executing during OnBeginCameraRender(...) callbacks, etc doesn't work either. Finding documentation on it has been a bit difficult too.
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