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Question Help wanted to keep MSAA while blitting a CommandBuffer.CopyTexture

Discussion in 'General Graphics' started by RyanKeable, Oct 31, 2020.

  1. RyanKeable

    RyanKeable

    Joined:
    Oct 16, 2013
    Posts:
    62
    I have been trying to write my own bloom pass for the Quest 2 using Unity's SRP. I can get it working and running at 72fps by using the CommandBuffer.CopyTexture rather than an additional copy texture blit pass.

    However, as soon as I enable MSAA on the render pipeline asset the final pass where I add the copied texture with the bloomed texture appears to fail as the copied texture looks like this:




    I am new to this methodology and I can't seem to find the answer I need.

    Any help would be greatly appreciated!
     
    Last edited: Oct 31, 2020