GrabPass in ShaderGraph that includes skybox?
So I am trying to replicate the crosshair in minecraft which changes between white and brown depending on the pixel it is overlaying. I had a working shader but then decided to integrate URP into my project not knowing that GrabPass does not work with URP. Now that method does not work at all anymore and I can't find a working replacement. I've seen that you can enable Opaque texture in the Pipeline Asset and get the screen texture that way though that seems to ignore the skybox which means I can't use it. I then tried remaking the shader with ShaderGraph and manually giving the material the screen texture every frame using Texture2D.ReadPixels although while that method works it (unsurprisingly) halved my fps and has also caused my computer to bluescreen twice now for reasons unknown to me.
Does anybody know what the correct method would be for getting the screen texture before the crosshair is drawn? Or if I am completely off and should be going at this a completely different way then what would be the correct way of achieving this effect?
This is the crosshair in minecraft:
Sorry if this is weirdly formatted; it's my first time asking a question myself.
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