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Blit Renderer Feature

  • Used to apply fullscreen image effects to camera using a shader/material, or copy camera to offscreen buffer, etc. Similar to Fullscreen Pass Renderer Feature but a little bit more flexible.
  • Tested with Unity 6.3 LTS (6000.3.6f1). May work in earlier Unity 6 versions but untested. For even older, see branches.

Issues/Info :

  • Source texture is always cameraColor.
  • When using custom material/shader :
    • For graphs, must use Fullscreen Graph type. Use URP Sample Buffer node to obtain Blit Source.
    • For shader code, requires specific vertex shader. Sample _BlitTexture for source. Refer to https://www.cyanilux.com/faq/#fullscreen-shader (FragBlit there samples _BlitTexture for you)
  • "After Rendering" event doesn't work iirc. Use "After Rendering Post Processing" instead.
  • Compared to older versions, support for passing a global texture or RenderTexture asset into source has been removed. More details can be found in code comments. If these are needed, can still use a custom material/shader to sample that instead of Blit Source/_BlitTexture.
    • If sampling global textures, can use the list on the feature to declare/import them to RenderGraph. This may be important for global textures generated by other render passes to ensure they are still "alive".
  • Setting _InverseView matrix has also been removed (but shouldn't be needed as matrices aren't overriden with Blitter API, and Fullscreen Graph reconstructs world positions for you when using Position node anyway)

Setup:

  • Install via Package Manager → Add package via git URL :
    • https://github.com/Cyanilux/URP_BlitRenderFeature.git
  • Alternatively, download and put the folder in your Assets

Relevant Links / Resources :

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Blit Render Feature for Universal RP. Bit more flexible than the provided Fullscreen Pass Renderer Feature.

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