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Question by Rizzutp · Jan 24, 2020 at 04:41 PM · camerarenderingmaterialhdr

Rendering objects into another camera with a different material in HDRP

Hello there, I'm struggling since three days to obtain a simple visual effect: I would like to have a camera able to reproduce a depth map of the scene. For example: alt text

alt text

I tried to write my own Custom Full Pass, but in HDRP it seems that any attempt to modify a rendering doesn't work! As a first attempt, I tried simply to overwrite the HDAdditionalCameraData, as it follows: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.HighDefinition;

     public class DepthScript: MonoBehaviour
     {
         HDAdditionalCameraData HDData;
         public Material mat;
        
          void Start()
         {
             HDData = GetComponent<HDAdditionalCameraData>();
      
             if (HDData != null)
                 HDData.customRender += CameraRenderer;
         }
      
         public void CameraRenderer(ScriptableRenderContext context, HDCamera camera)
         {
             CommandBuffer cameraBuffer = new CommandBuffer
             {
                 name = "Render Camera"
             };
            
            
             cameraBuffer.BeginSample("Render Camera");
             context.ExecuteCommandBuffer(cameraBuffer);
             cameraBuffer.Clear();
             context.SetupCameraProperties(camera.camera);
      
      
             cameraBuffer.ClearRenderTarget(false, false, camera.backgroundColorHDR);
             context.ExecuteCommandBuffer(cameraBuffer);
      
             //1: Culling      
             camera.camera.TryGetCullingParameters(out ScriptableCullingParameters cullingParameters);
             CullingResults cullingResults = context.Cull(ref cullingParameters);
      
             //2: Rendering
             DrawingSettings drawRendererSettings = new DrawingSettings();
             //var drawRendererSettings = new DrawRendererSettings(camera, new ShaderPassName("ShadowCaster"));
             drawRendererSettings.SetShaderPassName(0, new ShaderTagId("ShadowCaster"));
             FilteringSettings filteringSettings = new FilteringSettings();
             context.DrawRenderers(cullingResults, ref drawRendererSettings, ref filteringSettings);
      
             cameraBuffer.EndSample("Render Camera");
             context.ExecuteCommandBuffer(cameraBuffer);
             cameraBuffer.Clear();
             context.Submit();
      
         }
     }

I already tried with drawingSetting.overrideMaterial, but it doesn't work at all.

Any suggestions?

normal-scene.jpg (21.8 kB)
depth-scene.jpg (11.0 kB)
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