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Question by ChlodAlejandro · May 18, 2020 at 08:47 AM · camerarenderingshaderspost processingblit

URP Render Feature missing in final output

Hi! I'm fairly new to URP and Shaders in general, but I do have a general understanding of how it works.

Right now, I have a material that uses a CRT shader. Normally, with the built-in Unity Renderer, I could just use Graphics.Blit to apply the material affect to the camera, but as I've found out, this isn't the case for URP.

Consider the following view, before any post processing:

Render before post-process view.
Using the default Unity renderer, along with Graphics.Blit, I'm able to achieve this:

Render after post-process, using the default Unity renderer.
However, even after switching my code up to blit using CommandBuffer instead, the output still remains unchanged (it looks like the first picture, instead of the second.)

Upon analysis using Frame Debugger, the correct view is rendered, however it gets replaced by a "Final Blit Pass". Since I'm new to this, I have absolutely no idea how to either disable it (which I guess would be a bad idea), nor how to pass the correct render texture to that pass.

I wanted to know exactly what I got wrong, or what I missed, since searching for answers online hasn't helped that much.

I use the following class extending ScriptableRenderPass in order to blit the material and the camera's render texture.

 class MaterialBlitPass : ScriptableRenderPass
 {
     private bool enabled;
     private Material basisMaterial;
 
     private int screenCopyID;
         
     public MaterialBlitPass(Material basisMaterial, ref bool enabled)
     {
         this.basisMaterial = basisMaterial;
         this.enabled = enabled;
     }
 
     public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
         screenCopyID = Shader.PropertyToID("_AfterPostProcessTexture");
         cmd.GetTemporaryRT(screenCopyID, cameraTextureDescriptor);
     }
 
     public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
     {
         CommandBuffer cmd = CommandBufferPool.Get();
 
         if (enabled && basisMaterial != null)
         {
             RenderTargetIdentifier dst = BuiltinRenderTextureType.CurrentActive;
 
             cmd.Blit(BuiltinRenderTextureType.CurrentActive, screenCopyID);
             cmd.Blit(screenCopyID, BuiltinRenderTextureType.RenderTexture, basisMaterial, 0);
 
             cmd.SetRenderTarget(BuiltinRenderTextureType.RenderTexture);
         }
 
         context.ExecuteCommandBuffer(cmd);
         CommandBufferPool.Release(cmd);
     }
 
     public override void FrameCleanup(CommandBuffer cmd) {}
 }


I still can't find out why the correctly-rendered version is not the one displayed. What am I missing or what might be the cause of the problem? Hopefully someone can point me towards the right direction.
Thanks!

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