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Question I use Rendertexture memoryless msaa encounter a problem

Discussion in 'Universal Render Pipeline' started by Yostar-Gligame, Feb 3, 2021.

  1. Yostar-Gligame

    Yostar-Gligame

    Joined:
    Jul 15, 2019
    Posts:
    8
    I set MSAA to 4. I have 2 ScriptableRenderPass to draw Opaque and transparent objects.
    I don't open Camera MSAA options, but adjust code from URP "Library/PackageCache/com.unity.render-pipelines.universal@7.4.3/Runtime/ForwardRenderer.cs", to set MSAA.
    upload_2021-2-3_17-39-52.png
    these 2 passes capture follow below:

    upload_2021-2-3_17-39-14.png
    upload_2021-2-3_17-7-45.png
    (In opaque Pass the Rendertexture of memoryless named "TempBuffer 2 1242x2688 MSAA" is output to transparent.)
    transparent Pass Code

    upload_2021-2-3_17-40-33.png
    upload_2021-2-3_17-9-47.png
    (I want this Pass to load FrameBuffer as "TempBuffer 2 1242x2688 MSAA resolved", but it load "TempBuffer 2 1242x2688 MSAA" which doesn't exist in the FrameBuffer. )

    Why the next Pass doesn't load "TempBuffer 2 1242x2688 MSAA resolved", how to resolve it?
     
  2. Camarent

    Camarent

    Joined:
    Feb 19, 2014
    Posts:
    168
    Sorry for the offtop question but what did you use to produce this images with rendertextures?
     
  3. Yostar-Gligame

    Yostar-Gligame

    Joined:
    Jul 15, 2019
    Posts:
    8
    sorry, I do not completely understand what you mean. It's a problem from that I did some lab to verify the hardware mechanism. this Frame capture for Xcode
    I wanna implement memoryless MSAA with Unity Renderdescripter.
     
  4. Camarent

    Camarent

    Joined:
    Feb 19, 2014
    Posts:
    168
    Sorry I cannot help you with this problem. I was just curious where that screenshots came from. Thank you for your answer by the way!