Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Join us on March 30, 2023, between 5 am & 1 pm EST, in the Performance Profiling Dev Blitz Day 2023 - Q&A forum and Discord where you can connect with our teams behind the Memory and CPU Profilers.
    Dismiss Notice

Feature Request Built-In GrabPass (per object scene color) for URP

Discussion in 'Universal Render Pipeline' started by Ekincan, Nov 4, 2020.

  1. Ekincan

    Ekincan

    Joined:
    Sep 8, 2015
    Posts:
    57
    I was looking for a way to use the old GrabPass in URP.
    Because the SceneColor node only renders opaque objects.
    Then I stumbled upon this:
    Stuff.JPG
    So it was purposefully removed :(

    It is very limiting in 3d since you can not see through multiple shaders using scene color.
    Or see any transparent objects through a scene color shader.

    But that is not even my main problem.
    What about 2D games ???

    We used to be able to use gaussian blur, refraction and other image effect-like shaders.
    But now we cant do anything anymore.

    Is there a way to get the per object grab pass to work in urp ?
    Will unity ever add it back in ?

    2D games are cpu bottlenecked.
    These cool shaders had no performance cost most of the time.
    Is the new grab-pass performance improvement really worth it for 2d games ?
     
    Sinterklaas likes this.
  2. BattleAngelAlita

    BattleAngelAlita

    Joined:
    Nov 20, 2016
    Posts:
    391
    In URP - never.
    Grab pass can be sort-of emulated in custom SRP. But still - no good-old grab pass with modern rendering architecture.
     
    weiping-toh likes this.