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FPS Gun implementation in HDRP, like in this URP video

Discussion in 'High Definition Render Pipeline' started by sergiusz308, Sep 10, 2019.

  1. sergiusz308

    sergiusz308

    Joined:
    Aug 23, 2016
    Posts:
    234
    Video:


    Hello there, I am just wondering what would be the best way to approach this? Obviously this is not available in HDRP that easy as it show in the video, so I need to do it myself.

    Writing own SRP just for this seems an overkill so maybe just custom renderer pass? Can't find IAfterOpaquePass though in the HDRP documentation.

    Thanks,
    S.
     
  2. sergiusz308

    sergiusz308

    Joined:
    Aug 23, 2016
    Posts:
    234
    Bump- is there any way to inject custom rendering code into HDRP rendering loop, without re- writing whole pipeline? It must be before post-procesing (so the effects will also work for that piece) and support both opaque and transparent objects, preferably using HDRP existing shaders.
     
  3. iamarugin

    iamarugin

    Joined:
    Dec 17, 2014
    Posts:
    880
    It will be supported via Custom Pass in HDRP 7.1.x (currently not available in the Package Manager)
     
    JamesArndt likes this.