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URP custom bloom setup

Discussion in 'Universal Render Pipeline' started by curiouspers, Jun 1, 2020.

  1. curiouspers

    curiouspers

    Joined:
    Aug 7, 2014
    Posts:
    19
    Hello, I'm trying to make custom bloom without using postprocessing stack, but instead with BlitPass render feature example, but can't figure out how should I setup the passes so the second BlitPass can use the result of previous one.
    The idea was to stack two BlitPasses with separate shader passes, the first one will downsample the image and blur it, the second will combine what's already rendered with the result of the first pass.
    Maybe I'm doing it wrong? How should I setup this properly? Maybe there's some example that I can't find?