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the UseTexture signature has been changed, used to return a TextureHandle, now it returns void. It was done for safety to avoid resource...
regarding this, if you want to avoid having to copy back your results to the original RT, you can just do the following: manually manage your...
Yeah I know it's very painful to go through such a big update (and also to ask users to do it, trust me :) ), but as you are starting to notice we...
yeah moving in a dedicated pass at the start of the frame would work. Regarding the builtin passes 90% of the operations done in OnCameraSetup...
Exactly :) The frame resources/context container system was designed to give you full control of the pipeline render targets, so at any point you...
to run in the non-RG path you need to implement the Execute(), in RG you implement RecordRenderGraph(), if you have both (like the builtin passes)...
you can check the RG implementation of \Packages\com.unity.render-pipelines.universal\Runtime\Passes\DepthNormalOnlyPass.cs for something similar
Yeah with RasterPass each blit targeting targets with different dimensions would require a separate RasterPasses. In general RasterPass in these...
the samples posted in this thread are for very minimal use cases just to show how to do the basic operations with the new API, some sort of...
Sounds like it might be caused by trying to sample an MSAA texture in your pass shader by using a non-multisampled sampler (which should throw the...
Hey! Yeah your original guess to post in the iOS forum was correct as it seems a platform specific issue. Unfortunately it is not an issue we are...
hey! Not a direct question to your answer, but from 22 you can set the copyDepth pass to happen after the transparent pass in the RendererData...
For us to be able to merge subpasses optimally and guarantee optimal RTs setup, we have Raster passes that only allow rasterization operations...
yeah, as you can see most of the RG setup code across the different samples I posted is 90% the same. We plan to add as many as possible high...
RendererList is the new API used for this by both URP and HDRP and gives you the same functionality of DrawRednderers...
cmd.DrawMesh can be used as usual: https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html
Framebuffer fetch sample: Feature: using UnityEngine; using UnityEngine; using UnityEngine.Experimental.Rendering.RenderGraphModule; using...
Adding few more preview samples: How to draw geometry using RendererLists + RenderGraph (replacing the old cmd.DrawRenderers) using...
you should be able to do more things with the new API that before were not possible, i.e. accessing the actual RTHandle of every single resource,...
And this one is a Blit pass using a custom material/shader: Render Feature: using UnityEngine; using...