Fixed OutlinePostProcessPass and 3D Character Menu.
Converted Blit Feature to a more general DrawFullscreenFeature and made a few improvements:
-- Now you can select source texture to be either Camera or Custom, in which you can bind a custom property Id. In case of custom texture, the pipeline will create the texture if not available.
-- Now you can select destination texture to be either Camera or Custom. Likewise source.
-- We now fetch the pass list from the material and show pass names availables instead of expecting a user to input an index that might be invalid.
Still there are some known issues with this feature we need to fix but I'll address those in a follow up PR:
If blitting / drawing after post-processing the pass will not work when having Camera as either source of destination, as at this point in the pipeline the camera texture is not _CameraColorTexture anymore, it's AfterPostProcess texture.
We don't execute the pass if the material is null, we could improve it by executing the blit with a built-in blit shader.
Purpose of this PR
Converted Blit Feature to a more general DrawFullscreenFeature and made a few improvements: -- Now you can select source texture to be either Camera or Custom, in which you can bind a custom property Id. In case of custom texture, the pipeline will create the texture if not available. -- Now you can select destination texture to be either Camera or Custom. Likewise source. -- We now fetch the pass list from the material and show pass names availables instead of expecting a user to input an index that might be invalid.
Still there are some known issues with this feature we need to fix but I'll address those in a follow up PR:
_CameraColorTexture
anymore, it'sAfterPostProcess
texture.Comment to Reviewers
This PR depends on https://github.com/Unity-Technologies/Graphics/pull/1861