#Let sBlend 1688 in that case I don t

1 messages · Page 1 of 1 (latest)

mild hedge
#

this is the output just the scene color node is attached to base color, nothing else

#

but it is same as if I didn't attach anything to base color

covert iris
turbid wedge
#

What pipeline is this?

polar jasper
#

I think the default for scene color texture is grey if it either isn't captured YET or if it isn't active.
You have to have a "grab pass" for it in URP that happens if the option is activated on the camera. You can get the results in the transparent pass after it is captured after running opaques.

#

In BiRP you'd have used a grab pass that happens for the mesh itself, but that's changed in SRP pipelines...there's only one pass that happens between opaque and transparent.

turbid wedge
#

Yes, there's an Opaque Texture setting on the URP asset, if it's URP

#

If it's Built-in RP, I do not think the Scene Color is supported, unless maybe if you were to generate the _CameraOpaqueTexture yourself

polar jasper
#

Yeah, you'd think they would use a grabpass for the scene color node in BiRP.

#

But that could result is a lot of full-screen screen grabs

#

Which is why they moved away from it I guess.

turbid wedge
#

I assume the generation code just doesn't support it too

mild hedge
#

@covert iris , Yeah the material is applied

#

@turbid wedge , PipeLine is URP

#

@polar jasper, @turbid wedge , @covert iris , I'm not using BiRP, it's just the URP only
I set Platform to Universal
I created a shader script, in this case I will just simplify it and say. then I attached a scene Color node and attach it to base color node of fragment shader,
then I created a material out if it and apply it to the Sphere model.
This is what I did, is there anything I'm missing here?
other setting as follows.

turbid wedge
#

On the URP asset, enable Opaque Texture

mild hedge
#

okay

#

I can see actually 3 URP_Highfidelity, balanced and performace, so first of all I have to choose one among these right?

#

@turbid wedge , now it's working

#

Let me work out with my entire shader graph and see, thanks by the way