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URP - Render feature/pass to RenderTexture ?

Discussion in 'Universal Render Pipeline' started by EwieElektro, Nov 21, 2019.

  1. EwieElektro

    EwieElektro

    Joined:
    Feb 22, 2016
    Posts:
    45
    Hi everyone!

    I need your help :)

    I currently work on a Oculus Quest Project with URP.
    Normaly i would just use a Second Camera as a child of the main camera to render specific Objects to a rendertexture. (needed for a Water-Depth-Effect on the maincam render)
    But that don't work perfectly in URP/VR. It seems that the URP provide a solution with Render feature/pass. But i can't find any good deeper documenation about it.

    It is possible to use such a feature with a rendertexture as target?
    And has anyone a link or code sample how to use that with a rendertexture-target?
    Specific Layer to rendertexture or a specific shader pass to rendertexture would be perfect.
     
  2. Robber33

    Robber33

    Joined:
    Feb 22, 2015
    Posts:
    52
  3. EwieElektro

    EwieElektro

    Joined:
    Feb 22, 2016
    Posts:
    45
    in the meanwhile i get it to work with render pass. But only on PC. Not in multipass mode on Quest. But it seems that's a general URP issue/bug with the same problem like Post Processing :(
     
  4. Robber33

    Robber33

    Joined:
    Feb 22, 2015
    Posts:
    52
  5. EwieElektro

    EwieElektro

    Joined:
    Feb 22, 2016
    Posts:
    45
    i didn't check this before. but after hours of reading the source and the URP github site, and other threads... i just need to wait for a update. URP didn't support all features (in special PostProcessing) in VR yet
     
  6. stychu

    stychu

    Joined:
    May 9, 2016
    Posts:
    62
    Have u solved the problem?