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Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination via camera source, ID string or RenderTexture asset. Also options for _InverseView matrix and _CameraNormalsTex...

Results 5 URP_BlitRenderFeature issues
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I have a shader like this ``` Shader "Custom/AnimeLine" { Properties { _BaseColor("BaseColor", Color) = (1, 1, 1, 1) _SecondColor("Second Color", Color) = (1,1,1,1) // _thirdColor("Third Color", Color) = (1,1,1,1)...

Hello, I am using a Render Texture that is generated at runtime when the resolution of the screen changes (I think it is better to render at the native resolution...

Now uses cmd.DrawMesh with fullscreen quad instead of cmd.Blit to avoid issues with single pass instanced VR/XR.

Hi, This feature works fine in mono rendering. But for Stereo rendering for VR it just draws a solid colour. I'm not sure if its a shader issue or not,...

Hey. Sorry opening another issue and I am uncertain if this is the right place to ask. But I tested the shaders on my machine and pcvr setups. But I...