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URP_BlitRenderFeature reviews and mentions
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Help Converting ImageEffect to RenderFeature
After experimenting (a lot) i tried inserting the shader in this universal blit by cyanilux (https://github.com/Cyanilux/URP_BlitRenderFeature) hoping i would be able to reverse engineer it. But i still couldn't get it to work, i think i am not correctly mapping the effect to whats happening on screen. I'd appreciate any help on this. Just getting the unmodified effect working with cyanilux' blit would be awesome, i'm sure i could handle and dissect it then!
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URP RenderFeature how to blit with a transparent material?
Custom Render Feature -> Executes Blit (from this github) using the shadergraph material as input
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Screen Effects affecting reflection probes
So I want to make fullscreen effects in my game (for example, a potion might make the screen get covered up partially in crystal effects) and I found this render feature by Cyalinux https://github.com/Cyanilux/URP_BlitRenderFeature. It works well, creating screen effects using a material, but it also seems to affect the reflection probes. When i have a render feature material, realtime reflection probes (I have them baking on awake because my game has procedural environments) stop working. Prebaked ones are fine, but realtime ones don't have any effects. I believe this is because the render feature is affecting the reflection probes camera, but I'm not fully sure. Is there a way to fix this or will I have to stick with using UI for screen effects.
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Double camera in URP
The OnRenderImage & blit approach was really common with the built-in pipeline. The most conceptually similar replacement in URP is to write a renderfeature to handle the blit. If you don't feel like writing the render feature there is this one: https://github.com/Cyanilux/URP_BlitRenderFeature I've only used my own, but I've seen this one referenced multiple times.
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I want to read the screen every frame and set all the green pixels to black. How would i do this?
Use Universal render pipeline, add this file to your project Blit.cs
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Experimenting with the death sequence, trying to keep it fun yet quick, what do you think?
Once done with that, I use this Blit render feature for URP CLICK ME
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Palette swapping shader vs unprocessed level art
How did you implement the full screen shader? Are using custom post processing + URP's 2D Renderer? I'm currently trying to get custom post processing working with URP's 2D Renderer Data with absolutely no luck. URP's Forward Renderer Data works with this Blit Renderer Feature, but using the URP Forward Renderer Data means not having any 2D lighting. I'm using URP's 2D lighting and so have a hard requirement on using the URP 2D Renderer Data.
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Stats
Cyanilux/URP_BlitRenderFeature is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of URP_BlitRenderFeature is C#.
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