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Custom Pass API

Discussion in 'High Definition Render Pipeline' started by iamarugin, Aug 28, 2019.

  1. iamarugin

    iamarugin

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    Dec 17, 2014
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    170
  2. rizu

    rizu

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    Oct 8, 2013
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    It's merged now along with custom postprocessing pass (which is separate thing from custom pass).
     
  3. glbranimir

    glbranimir

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    Jun 18, 2019
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    Where can I find some samples? Whatever I put in my custom pass or the fullscreen pass, only a black screen appears.

    Unity 2019.3
    HDRP 7.1.2
     
  4. iamarugin

    iamarugin

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    Dec 17, 2014
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    I have the same problem. I think we should wait until 7.1.3 will be released.
     
  5. glbranimir

    glbranimir

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    Jun 18, 2019
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    I want to make a
    _CameraNormalsTexture
    containing the screen normal textures to inject it into shader graph (really want to make the edge detection with normals work, but can't do it neither way, everything seems legacy)
     
  6. iamarugin

    iamarugin

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    Dec 17, 2014
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    If you are using deffered rendering, I think you have normals in G-Buffer already. So you need to sample it in the custom pass before the postprocessing.