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Question by fsihfhsifihsfshifhisfish · Jun 28, 2020 at 08:05 AM · shadershaders

GrabTexture is always empty

I am using the GrabPass example shader from https://docs.unity3d.com/Manual/SL-GrabPass.html, but it doesn't seem to work. As soon as I turn it on, instead of inverting the background, the sprite disappears, and I don't know where to start to debug why. Am I hooking up the shader wrong?


Here's how it looks if I use the default sprite shader alt text


Here's what happens when I switch to my material that uses the InvertShader alt text


Here's the shader code (I added the _MainTex property to the example because the warnings said it was required for sprite shaders)

  Shader "GrabPassInvert"
  {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
     }
     SubShader
     {
         // Draw ourselves after all opaque geometry
         Tags { "Queue" = "Transparent" }
 
         // Grab the screen behind the object into _BackgroundTexture
         GrabPass
         {
             "_BackgroundTexture"
         }
         
         // Render the object with the texture generated above, and invert the colors
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
 
             struct v2f
             {
                 float4 grabPos : TEXCOORD0;
                 float4 pos : SV_POSITION;
             };
 
             v2f vert(appdata_base v) {
                 v2f o;
                 // use UnityObjectToClipPos from UnityCG.cginc to calculate 
                 // the clip-space of the vertex
                 o.pos = UnityObjectToClipPos(v.vertex);
                 // use ComputeGrabScreenPos function from UnityCG.cginc
                 // to get the correct texture coordinate
                 o.grabPos = ComputeGrabScreenPos(o.pos);
                 return o;
             }
 
             sampler2D _BackgroundTexture;
             sampler2D _MainTex;
 
             half4 frag(v2f i) : SV_Target
             {
                 half4 bgcolor = tex2Dproj(_BackgroundTexture, i.grabPos);
                 return 1 - bgcolor;
             }
             ENDCG
         }
 
     }
 }


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Answer by Namey5 · Jun 28, 2020 at 09:20 AM

tex2Dproj uses the xyz components of the input sample coordinates - where xy is divided by z to account for projection. In this case however, the perspective scaling factor is actually stored in the w component, so you'll need to swizzle the correct components or perform the division manually;

 //Instead of
 half4 bgcolor = tex2Dproj (_BackgroundTexture, i.grabPos);
 
 //Try this
 half4 bgcolor = tex2Dproj (_BackgroundTexture, i.grabPos.xyw);
 
 //Or this
 half4 bgcolor = tex2D (_BackgroundTexture, i.grabPos.xy / i.grabPos.w);
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avatar image fsihfhsifihsfshifhisfish · Jun 28, 2020 at 08:52 PM 0
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Thanks for your help! It turned out the issue in my case was that my project is using the Universal Render Pipeline, which I guess doesn't support GrabPass?

avatar image Namey5 fsihfhsifihsfshifhisfish · Jun 29, 2020 at 02:18 AM 0
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It does not. I'm surprised this shader works at all - shaders for the new pipelines are written very differently from the built in.

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