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Question by MaT227 · May 21, 2013 at 09:05 PM · shaderrenderingmaterialshaderlab

Refraction - GrabPass in Forward Rendering

Hi,

I am trying to create a refraction effect in Unity 4 Pro. First, I use GrabPass for a simple transparency effect. Next, I will apply the bump refraction effect. But I have some questions.

  • What is the difference between the two GrabPass syntax ? GrabPass { } and GrabPass { "TextureName" }. I don't get why one is optimized and the other isn't.

  • Another important question is why GrabPass doesnt work in forward rendering ? Is there a way to implement GrabPass in forward rendering ?

Thanks a lot for your answers !

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avatar image Benproductions1 · May 21, 2013 at 11:51 PM 0
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GrabPass doesn't work in forward, because forward is stupid, slow and should be depricated! Just my opinion, but thats mostly the reason :P

avatar image MaT227 · May 22, 2013 at 06:26 AM 0
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Thanks for your answer ! :D But maybe you could develop in a more technical way ? $$anonymous$$aybe it's offtopic but why do you consider forward rendering "depricated" ?

avatar image Benproductions1 · May 22, 2013 at 07:45 AM 0
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Because forward rendering is inferior to differed in every way. There is no need for both, so the better should triumph, therefore forward is depricated :)

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Answer by MaT227 · May 22, 2013 at 12:01 PM

It seems that it is possible to use GrabPass with Forward but it needs to be rendered last.

But even if I change de RenderQueue greater than Geometry, the GrabPass Texture seems to be empty. Any ideas ?

[EDIT] My bad, if you change the RenderQueue in the SubShader it works.

Thanks !

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