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SRP using the Post-Processing stack?

Discussion in 'General Graphics' started by Yandalf, Sep 17, 2019.

  1. Yandalf

    Yandalf

    Joined:
    Feb 11, 2014
    Posts:
    491
    Hello there!

    I've been following the CatlikeCoding tutorial series to take a proper look at the Scriptable Render Pipeline, but I'm hitting a pretty tough roadblock now. I'm trying to make my pipeline use Unity's PostProcessing stack, but I seem incapable of wiring a CommandBuffer to the current camera's layer.
    I've even tried to cut out the stack and simply reuse the shaders the stack uses in a hardcoded posteffects-shader like in the tutorial, but I run into a duplicate definition between stdLib.hlsl from the stack and Common.hlsl from the ScriptableRenderers packages when trying to get the shaders to work together (Min3(float, float, float) specifically).

    Has anyone succeeded in doing this before? I can't seem to find anything on this, giving me the impression people are staying far away from the SRP (which I understand given it's not production-ready).