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Question How to implement Post Reprojection in Universal Render Pipeline (Single pass instanced)

Discussion in 'VR' started by Recluse, Feb 10, 2021.

  1. Recluse

    Recluse

    Joined:
    May 16, 2010
    Posts:
    485
    I'm trying to implement post reprojection in Universal Render Pipeline (Single pass instanced mode).

    The examples in the Unity docs don't work for single pass instanced:

    "Note: when using Graphics.Blit for Single-Pass Instanced rendering, the active render texture (RenderTexture.active) is actually a render target array, which requires different code to copy the image. The above example code doesn’t support this rendering method"

    I'm a generalist, so a bit out of my depth here.

    Other examples I have found (such as Unity's PSVR demo) are not URP compatible.

    Is there an example somewhere of how to implement post reprojection in URP?

    Unity docs seem very sparse on URP examples... Could use a little more help than 'put your code for rendering the camera here'

    https://docs.unity3d.com/ScriptReference/Rendering.RenderPipeline.EndCameraRendering.html