Hello everyone, I want to upgrade a legacy shader to HDRP, however it heavily relies on the old Grabpass functionality. For LWRP I found the _CameraOpaqueTexture variable with which you can access the renderer image after the opaque pass. Is there something comparable for the HDRP? Thanks for the help!
Hello, You need use "_ColorPyramidTexture" Also this texture contains lod levels, so you need use this code Code (CSharp): float lodLevel = 0; //you can use 0-7 mip level for bluring. half4 color = tex2Dlod(_ColorPyramidTexture, float4(i.uvgrab.xy / i.uvgrab.w, 0, lodLevel));
Hi Guys, How exactly does it substitute GrabPass? Is there an example code, I found very few info on the variable, and no exaples, so a simpleton like me could implement it/experiment. Thanks!