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 :
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
}
}
}
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