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Question by AwesomeAlexx · Feb 03, 2021 at 11:38 AM · renderingpipeline

Adding pass to a specific camera [URP]

Hi,

I'm working on Unity 2020.2.2f1 and I'm trying to add pass for a specific camera (because I need each cam to have their own distortion map).

I'm facing weird behaviour, I tried many things and here's the result : alt text

As you can see the blitcmd isn't a part of the camera's passes, and more it's excecuted before the camera I'd like to use that cmd.

Here's my code (attached to Camera (1) this one with depth = 1):

     public Texture2D blendMap;
     public RenderTexture tempRT;
     public Shader blendShader;
 
     Material blendMat;
 
     private void Awake()
     {
         blendMat = new Material(blendShader);
         blendMat.SetTexture("_BlendTex", blendMap);
     }
 
     private void OnEnable()
     {
         RenderPipelineManager.beginCameraRendering += PreRenderOperations;
         RenderPipelineManager.endCameraRendering += PostRenderOperations;
     }
 
     private void OnDisable()
     {
         RenderPipelineManager.beginCameraRendering -= PreRenderOperations;
         RenderPipelineManager.endCameraRendering -= PostRenderOperations;
     }
 
     void PreRenderOperations(ScriptableRenderContext context, Camera camera)
     {
         camera.targetTexture = tempRT;
     }
 
     CommandBuffer cmd;
     void PostRenderOperations(ScriptableRenderContext context, Camera camera)
     {
         camera.targetTexture = null;
         //cmd = CommandBufferPool.Get(nameof(UnityEngine.Rendering.Universal.Internal.FinalBlitPass));
         cmd = new CommandBuffer();
         cmd.name = "Blit cmd";
         Debug.Log("hi here cam " + gameObject.name + " I got a depth of " + camera.depth);
         cmd.Blit(tempRT, camera.targetTexture, blendMat);
         context.ExecuteCommandBuffer(cmd);
         CommandBufferPool.Release(cmd);
         cmd.Clear();
     }


And this is the shader :

 {
     Properties
     {
         _MainTex("Main", 2D) = "white" {}
         _BlendTex("Blend", 2D) = "white" {}
     }
     SubShader
     {
         // No culling or depth
         Cull Off ZWrite Off ZTest Always
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
 
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
             };
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = v.uv;
                 return o;
             }
 
             sampler2D _MainTex;
             sampler2D _BlendTex;
 
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 blend = tex2D(_BlendTex, i.uv);
                 fixed4 main = tex2D(_MainTex, i.uv);
 
                 if (blend.r == 0 && blend.g == 0 && blend.b == 0)
                     discard;
 
                 main *= blend;
   
                 return main;
             }
             ENDCG
         }
     }
 }

capture-blitcmd.jpg (31.2 kB)
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