Apply different post processing effects to separate cameras in URP
Render to a render texture outside the URP rendering loop
Render a cameraâs output to a Render Texture in URPIn the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP), a CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary can render to the screen or to a Render TextureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
See in Glossary. Rendering to a screen is the default and is the most common use case, but rendering to a Render Texture allows you to create effects such as CCTV camera monitors.
If you have a Camera that is rendering to a Render Texture, you must have a second Camera that then renders that Render Texture to the screen. In URP, all Cameras that render to Render Textures perform their render loops before all Cameras that render to the screen. This ensures that the Render Textures are ready to render to the screen. For more information on Camera rendering order in URP, refer to Rendering order and overdraw.
Render to a Render Texture that renders to the screenThe first Camera now renders its view to the Render Texture. The second Camera renders the scene including the Render Texture to the screen.
You can set the output target for a camera in a script by setting the targetTexture
property of the camera:
myCamera.targetTexture = myRenderTexture;
Apply different post processing effects to separate cameras in URP
Render to a render texture outside the URP rendering loop
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