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HDRP post process

Discussion in 'High Definition Render Pipeline' started by ivyblue, Jul 26, 2019.

  1. ivyblue

    ivyblue

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    Aug 25, 2015
    Posts:
    7
    How does one post process using HDRP. Previously it was OnRenderImage. I see RenderPipeline.beginFrameRendering but is there an equivalent for post processing? Or do I have to define a RenderPipeline.Render from my script?
     
  2. teutonicus

    teutonicus

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    ivyblue likes this.
  3. ivyblue

    ivyblue

    Joined:
    Aug 25, 2015
    Posts:
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    @teutonicus thanks I was looking at his TestbedHDRP but his samples weren't loading. This one seems more approachable and I'll check it out.

    If anyone else has more guidance, much appreciated!
     
  4. ivyblue

    ivyblue

    Joined:
    Aug 25, 2015
    Posts:
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    Based on that sample to do a post process effect:

    GetComponent<HDAdditionalCameraData>().customRender and define your custom render function, in that HDUtils has BlitQuad.

    The documentation is confusing...

    I guess com.unity.render-pipelines.high-definition and UnityEngine.Experimental.Rendering are different beasts?

    https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@6.9/manual/index.html

    https://docs.unity3d.com/Packages/c...9/api/UnityEngine.Experimental.Rendering.html

    https://docs.unity3d.com/Packages/c...dering.HDPipeline.HDAdditionalCameraData.html

    https://docs.unity3d.com/Packages/c...xperimental.Rendering.HDPipeline.HDUtils.html