URP_BlitRenderFeature

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 _CameraNormalsTexture generation. (by Cyanilux)

URP_BlitRenderFeature Alternatives

Similar projects and alternatives to URP_BlitRenderFeature

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better URP_BlitRenderFeature alternative or higher similarity.

URP_BlitRenderFeature reviews and mentions

Posts with mentions or reviews of URP_BlitRenderFeature. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-14.
  • Help Converting ImageEffect to RenderFeature
    3 projects | /r/Unity3D | 14 Jun 2023
    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!
  • URP RenderFeature how to blit with a transparent material?
    1 project | /r/Unity3D | 28 Jan 2023
    Custom Render Feature -> Executes Blit (from this github) using the shadergraph material as input
  • Screen Effects affecting reflection probes
    1 project | /r/Unity3D | 3 Sep 2022
    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.
  • Double camera in URP
    1 project | /r/UnityHelp | 19 Aug 2022
    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.
  • I want to read the screen every frame and set all the green pixels to black. How would i do this?
    1 project | /r/Unity3D | 17 Dec 2021
    Use Universal render pipeline, add this file to your project Blit.cs
  • Experimenting with the death sequence, trying to keep it fun yet quick, what do you think?
    1 project | /r/Unity3D | 6 Dec 2021
    Once done with that, I use this Blit render feature for URP CLICK ME
  • Palette swapping shader vs unprocessed level art
    1 project | /r/Unity2D | 13 Feb 2021
    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

Basic URP_BlitRenderFeature repo stats
7
546
3.7
21 days ago

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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