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Question Combining Cameras in URP

Discussion in 'Universal Render Pipeline' started by btristan, Jul 2, 2020.

  1. btristan

    btristan

    Joined:
    Oct 15, 2018
    Posts:
    95
    For my project I want to render 3 cameras (using the URP forward renderer) and combine them into a single panoramic texture. (and maybe apply some effects onto that combined view)

    I want each of the cameras to use the URP forward renderer individually.

    In the legacy render pipeline I could just use a Graphics.Blit() to combine the views but it looks like URP can't do that easily out-of-the-box. Is the right approach to create a new full-screen-quad renderer and assign it to a new camera?

    Is there a way to just do this via SRP calls instead of having another camera in the scene?
     
  2. RogueStargun

    RogueStargun

    Joined:
    Aug 5, 2018
    Posts:
    286
    Have you tried camera stacking (note that Camera stacking is currently super buggy for VR and I've filed several bug reports).
     
  3. btristan

    btristan

    Joined:
    Oct 15, 2018
    Posts:
    95
    No, I don't want to stack them. I want to use multiple cameras to make a RenderTexture with a super wide field of view.
     
  4. tjmaul

    tjmaul

    Joined:
    Aug 29, 2018
    Posts:
    464
    A straightforward solution might be to have 3 base cameras rendering onto 3 individual render textures and a fourth camera rendering a UI canvas with 3 raw images set up next to each other. Assign the render textures to the UI raw images and you should be good to go
     
  5. btristan

    btristan

    Joined:
    Oct 15, 2018
    Posts:
    95
    Thanks, that's definitely an interesting approach.

    But I'm looking for a way to do it without that extra camera.