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Command Buffers and the UI canvas system

Discussion in 'Shaders' started by jRocket, Jul 30, 2015.

  1. jRocket

    jRocket

    Joined:
    Jul 12, 2012
    Posts:
    687
    Is there a way to expose the rendering of the UI system to command buffers? I understand that the UI system uses a special rendering path drawn after everything else (in Canvas.RenderOverlays), but there doesn't seem to be a way to blit to or from any of that. Furthermore, operations like CommandBuffer.DrawRenderer take a Renderer as an argument, but I would need to give it a CanvasRenderer.
     
  2. jRocket

    jRocket

    Joined:
    Jul 12, 2012
    Posts:
    687
    Come to think of it, I don't really even need access to the buffers during/after Canvas.RenderOverlays- but I would just like to be able to draw a renderer to a temporary rt so I can apply effects to it. It would be nice to have something like CommandBuffer.DrawCanvasRenderer, or some way to convert a canvas renderer to a regular renderer.
     
  3. AquaGeneral

    AquaGeneral

    Joined:
    Oct 30, 2008
    Posts:
    141
    @jRocket Did you ever find a solution to this? I've found I think two other topics asking this, but they had no solution.
     
    David_Knopp likes this.
  4. PelvisParsley

    PelvisParsley

    Joined:
    Aug 9, 2016
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    89