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Question How To Keep Alpha on URP FinalBlit

Discussion in 'Universal Render Pipeline' started by DomeCreator, Mar 1, 2021.

  1. DomeCreator

    DomeCreator

    Joined:
    Mar 5, 2020
    Posts:
    28
    Hello,

    I'm facing to something unsolvable.
    I want to keep alpha because I blend 2 renders from 2 computers onto the same display (weird I know but usefull for cluster rendering), but I can't find a way to keep alpha from my render because finalblit pass kill it with black color.
    And unfortunatly I'm not able to modify URP code.
    I search for hours / days ... to find a way but I'm stuck, I want now to use URP as a bas from a custom SRP but I didn't know how to do that ?

    Please tell me you have any clue, thanks
     
  2. miracletechteam1

    miracletechteam1

    Joined:
    Sep 18, 2019
    Posts:
    24
    Bump, we need this too!
     
  3. DomeCreator

    DomeCreator

    Joined:
    Mar 5, 2020
    Posts:
    28
    As I had to move forward quickly I didn't use that methode and roll back to Built-in.
    But a bit later I found a potential solution, if you take a look at the URP code you can see that the finalBlit pass in there multiply by black.
    So you can skip that by modifying the URP FinalBlit pass.
    To do that you have to get the URP package from the official repository and not from the asset store (knowing that before will saved me a lot of time).

    As I told you I didn't try that but I'm pretty sure it could work keep me post if it's right.
     
  4. DomeCreator

    DomeCreator

    Joined:
    Mar 5, 2020
    Posts:
    28
    @miracletechteam1 does that helped ?