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Question by yoavhops · Nov 13, 2020 at 08:58 AM · custom

Help Please, how can I Do HDRP + custom pass + fullscreen + shaderGraph

Hey, I am trying to use custom pass in hdrp and create a fullscreen(imageEffect) using shaderGraph. (like in : https://www.youtube.com/watch?v=FpvJAG6R99k&ab_channel=IronStarInteractive) I was able to transfer the screen/custom buffer to rendertexture:

 protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera hdCamera, CullingResults cullingResult)
 {
     RTHandle source;
     if (targetColorBuffer == TargetBuffer.Camera)
         GetCameraBuffers(out source, out _);
     else
         GetCustomBuffers(out source, out _);
     
     Vector2 viewportScale = new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y);
     CoreUtils.SetRenderTarget(cmd, RenderTexture);
     HDUtils.BlitTexture(cmd, source, viewportScale,0.0f, false);

now I want a simple Blit like cmd.Blit(RenderTexture, RenderTexture2, Material); with my Material that will be made from ShadeGraph. I tried many different ways and was unable to solve this, however during my testing in some rare cases I did sometimes saw a small triangle that was drawn to RenderTexture2, so I might be missing something related to viewport/scale/etc..

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Answer by yoavhops · Nov 14, 2020 at 04:07 PM

Hey, if any one else got this issue, here is an ugly workaround, If someone knows how to do it with nicer code and without the big QUAD(bigger then screen), I would love to know how..

what I did here is basically created a big QUAD that is bigger than the screen, and draw the result on a QUAD using the screen position as the UV.. so the QUAD size doesn't matter and it behave as a image effect..

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hdrp-custompass-shadergraph-imageeffect.png (289.9 kB)
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