#Fullscreen Pass Renderer Feature only allows 3 injection points

1 messages · Page 1 of 1 (latest)

brave crag
#

Is there a way to use any injection point?

I'm having many issues with this. My outline shader is messing with tons of things such as particle effects and the skybox.

Setting it to After Rendering Post Processing fixes these issues, but it means the outlines become aliased.

Is there a different way around this other than using a custom injection point (which I don't know how to do)?

tiny halo
#

Messing with particles/skybox how exactly? Post process based outlines tend to rely on depth/normals textures which usually only contain opaque geometry. So "Before Rendering Transparents" event would likely make the most sense to avoid issues with those.

brave crag
#

All that black stuff is outline

#

Which doesn't appear if I set the outline to After Rendering Post Processing

#

Also all this is black stuff Outline too on the Skybox

#

But that's an easy fix, I just had to make a depth cutoff

#

Which unfortunately comes at the cost of slightly thinner outline for the borders of terrain / skybox, but it's a minor detail

brave crag
tiny halo
tiny halo
#

Kinda confusing why outlines would cause artifacts on the particles though. Are those particles drawn in the transparent queue? If so, the before rendering transparents event should be fine

#

I suppose if the particles are opaque/alpha clipped they might still appear in depth/normals textures but I'd expect a more harsh outline like the rest of the scene, not mostly black

brave crag
#

I'm using unity's particle pack for the muzzle flash

brave crag
tiny halo
#

Ah okay, if it's checking color too that might make sense

tiny halo
#

If you set it to transparent/3000, then have the fullscreen shader render in the "Before Rendering Transparents" queue, the particles should then be unaffected

tiny halo
#

Hmm looks already transparent

brave crag
#

Wouldn't this be solved by having the outline use the "After Rendering Opaque" injection point? I don't know why Unity doesn't just give us these settings

tiny halo
#

That would fix it for the skybox, though again would be thinner

#

The particles here should be in the transparent queue, so afaik it shouldn't matter if it's After Rendering Opaques, Before/After Rendering Skybox or Before Rendering Transparents

brave crag
#

Also what is this 3000 number? Can I set it somewhere?

tiny halo
#

The URP shaders might not properly expose it, but Surface Type : Transparent should also be setting it behind the scenes

#

You could also check the frame debugger to see the order everything is rendered in

tiny halo
brave crag
tiny halo
#

And even with this event it still affects the particles?

brave crag
#

yes

#

Can I use the Frame Debugger for the scene view?

tiny halo
#

Only works on game view I think

#

So may need to temporarily move the camera

brave crag
#

Anyway I got it to work

#

Particles happen before outline

#

As expected

tiny halo
#

Is that still with the Before Post Processing event? What about with the Before Transparents one?

#

Also seems like it's there twice

brave crag
#

I don't know why it's there twice

#

The first time it doesn't do anything