Closed ArieLeo closed 2 years ago
Yeah, it's possible with the RenderFrom functions in the CustomPassUtils class. You can have a look at this file for implementation details: https://github.com/alelievr/HDRP-Custom-Passes/blob/master/Assets/Scenes/CameraDepthBaking/CameraDepthBake.cs#L45 (instead of render depth, or normal, you can render the color)
Is it required the camera component to be enabled? this could impact the performance isn't? Or i can disabled the camera component just like the FPS Foreground sample? https://github.com/alelievr/HDRP-Custom-Passes/blob/master/Assets/CustomPasses/FPS%20Foreground/FPSForeground.cs
Oh i see, it works now. In previous beta version this setup wasn't working, i guess it was bugged. Like the custom pass just render once. it doesn't updating unless i keep the camera component enabled
@alelievr any idea why this is happened
https://user-images.githubusercontent.com/6450517/138471551-13d1b0e7-7daa-42b3-b75b-c1c5f73f481b.mp4
?
oh i found the issue, need to set the depth stencil format to none in the render texture. Sorry false alarm
Is it possible to from different camera and output the frame buffer to a texture/rendertexture with custom pass? my use case is for minimap , a custom buffer for terrain deformation or water ripple. any chance to get a small sample scene for this? I guess it's similar to CopyPass sample but rendered from different camera?