Hello - I've created my own SRP and things are going great. I'm also working on converting an old effect to SRP with a concept similar to the render features found in URP. I've basically everything solved except for one thing. In the previous default forward pipeline the effect uses this:
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
...
RenderTexture.active = destination;
GL.PushMatrix();
GL.LoadOrtho();
GL.Begin(GL.QUADS);
GL.MultiTexCoord2(0, 0.0f, 0.0f);
GL.Vertex3(0.0f, 0.0f, 3.0f);
GL.MultiTexCoord2(0, 1.0f, 0.0f);
GL.Vertex3(1.0f, 0.0f, 2.0f);
GL.MultiTexCoord2(0, 1.0f, 1.0f);
GL.Vertex3(1.0f, 1.0f, 1.0f);
GL.MultiTexCoord2(0, 0.0f, 1.0f);
GL.Vertex3(0.0f, 1.0f, 0.0f);
GL.End();
GL.PopMatrix();
RenderTexture.active = null;
I cannot figure out
- ~~why the author used GL to draw to the screen instead of just using blit(source, destintation) ~~
- ~~why just using blit(source, destination, material, passIndex) ruins the rendering ~~
- how I can draw this quad to the screen using ScriptableRenderContext and command buffers instead since I'm now using SRP
I would appreciate any and all information on this - I'm stuck