#Let sBlend 1688 in that case I don t
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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
is the material applied to the sphere?
What pipeline is this?
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.
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
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.
I assume the generation code just doesn't support it too
@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.
On the URP asset, enable Opaque Texture