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How would I grab the lighting pass in a post process shader for deferred lighting?
Guess it's all in the title.
I want to run the output of the lighting pass (in deferred rendering) through a look up table, this sounds simple if I can just grab the lighting pass in a post process shader. How would I go about doing that?
I've seen 'Grab pass' wondering if that'll do what I want but I have no idea how to work out the name of the lighting pass to us within that. http://docs.unity3d.com/Manual/SL-GrabPass.html
=== edit: Ok I've found the command buffer, that seems like it'll do what I want, having a little trouble as the command buffer is very poorly documented and no examples given :\
so far I know I want to use 'CameraEvent.AfterLighting' and then render the resulting texture with a shader that uses a look up table... just need to work out how
Hi, there is an example in one Unity blog in case you didn't find it :) http://blogs.unity3d.com/2015/02/06/extending-unity-5-rendering-pipeline-command-buffers/
yeah I found that and I'm trying to piece it together from that, thanks though
that demo really doesn't explain what's going on. sadly lacking and confusing :(