CustomSRP
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[Unity6.3]. Any way to modify a shader property through a rendererfeature?
Probably a bad place to ask, but im setting up a custom depth texture renderer feature through rendegraph ( unity6.3) - where I am reusing culling results, with a layer mask filter, and wand to dimply redraw existing objects using their existing DepthOnly pass, instead of defining a new shader, but with the _Cull shader property set to BOTH for set pass.
What is the correct way to handle this? I am unable to find anything which explains how to manipulate/override shader properties specifically during the rendering of my pass - as ( by default ), all of the default shaders do not define "_Cull" as a global property.