Comments (2)
The background/source of the blit is passed into the _MainTex
texture reference. You should be able to sample that in the shader similar to how you do for the _BaseMap
currently.
(If you're using the DrawMesh branch of the repo, the texture should be global (so defined in HLSL but not in the Properties block at the top). But for the regular Blit branch it shouldn't matter iirc)
from urp_blitrenderfeature.
The background/source of the blit is passed into the
_MainTex
texture reference. You should be able to sample that in the shader similar to how you do for the_BaseMap
currently.(If you're using the DrawMesh branch of the repo, the texture should be global (so defined in HLSL but not in the Properties block at the top). But for the regular Blit branch it shouldn't matter iirc)
I figured out another method.
I can set "Src Type" to "Render Texture Object" and the object is set to none and then it's working as well.
Any drawback if I use like this?
from urp_blitrenderfeature.
Related Issues (15)
- z split cam HOT 2
- White render with cmd-drawMesh HOT 2
- Using runtime RenderTexture
- Package installation fails with URP 14.0.3 and unity 2022.2.0b10 HOT 3
- Fixing obsolete and deprecated warnings using RTHandle HOT 2
- Avoiding double blit when rendering as image effect HOT 2
- cmd-drawMesh and depth texture HOT 2
- Rendering artifacts on Quest 2
- ScriptableRenderPass.Blit has been deprecated with 2023.x HOT 5
- Single pass VR Support HOT 2
- Affecting Asset Previews (Prefabs, materials etc.) - URP 2D - 2022.3.15f1 HOT 3
- Changing Blit material in run time HOT 1
- Blitting above an Overlay Camera HOT 2
- Possibly broken on 2021.2.2f1, no output at all. HOT 1
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from urp_blitrenderfeature.