Open skyburchard opened 3 years ago
i figured out a solution. posting here for anyone who has the same issue.
Thank you soooo much! I've been looking for this! Made my day :)
I jumped to conclusions too fast. Sadly, this did not work for me :(. Luckily, I found a solution.
To get the cameraColorTarget, you can instantiate a RenderTargetIdentifier with the _CameraColorTexture
address (or _AfterPostProcessTexture
if you need it) and this will give you access to the color target.
~Thank you soooo much! I've been looking for this! Made my day :)~ I jumped to conclusions too fast. Sadly, this did not work for me :(. Luckily, I found a solution. To get the cameraColorTarget, you can instantiate a RenderTargetIdentifier with the
_CameraColorTexture
address (or_AfterPostProcessTexture
if you need it) and this will give you access to the color target.
i have failed to do this, can you explain in detail
In KawaseBlur.cs
, line 64, the cameraColorTexture normally references the now internal renderer.
Instead, you can replace it by this : cameraColorTexture = new RenderTargetIdentifier("_CameraColorTexture");
In the Frame Debugger, you can see the _CameraColorTexture in action notably in the Copy Color Pass. If you want the full post-processed screeen, you can dig up the _AfterPostProcess texture as well.
Once you have a RenderTargetIdentifier, you can use Blit on the command buffer as a source or destination texture. Happy Post-Processing ;)
In
KawaseBlur.cs
, line 64, the cameraColorTexture normally references the now internal renderer.Instead, you can replace it by this :
cameraColorTexture = new RenderTargetIdentifier("_CameraColorTexture");
In the Frame Debugger, you can see the _CameraColorTexture in action notably in the Copy Color Pass. If you want the full post-processed screeen, you can dig up the _AfterPostProcess texture as well.
Once you have a RenderTargetIdentifier, you can use Blit on the command buffer as a source or destination texture. Happy Post-Processing ;)
this solved the problem cheers mate
I added KawaseBlur render feature to my project from the 3DCharacterUI project and unity complains:
'CameraData.renderer' is inaccessible due to its protection level
It seems as though the renderer is no longer accessible from "renderingData.cameraData" in the execute method of ScriptableRenderPass. It must be marked protected at some point in development. Is there a new way to access the renderer, or even better the "cameraColorTarget" from this Execute function? I am using Unity 2019.4.1.1f1 / UniversalRP 7.3.1