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Capturing GBuffers in HDRP?

Discussion in 'Graphics Experimental Previews' started by JohnVanderbeck_MPC, Aug 22, 2018.

  1. JohnVanderbeck_MPC

    JohnVanderbeck_MPC

    Joined:
    Aug 22, 2018
    Posts:
    1
    Hello all,

    We have a custom recorder style tool that captures various gbuffers in the "classic" Unity renderer. We are trying to get this working in HDRP, but our code to capture the gbuffers is no longer working.

    Does anyone know what changes are required to go about capturing the gbuffer content under HDRP?
     
    apasal14 likes this.
  2. apasal14

    apasal14

    Joined:
    Apr 19, 2017
    Posts:
    1
    I'm also interested in this!
     
  3. hd5ai

    hd5ai

    Joined:
    Nov 2, 2018
    Posts:
    5
    This is on my todo too; I've had success adding new GBuffers to HDRP but had issues capturing the results in a reliable fashion.

    Only way I've got near a correct result is using a custom shader in the post-processing pipeline*. Would love to hear an official take.

    * and note this requires a change to the PP package, see the thread here
     
  4. Kamael

    Kamael

    Joined:
    Mar 11, 2013
    Posts:
    15
    @Chman Could You give a helping hand here, please? I really need this in my project.