#shader graph
1 messages · Page 1 of 1 (latest)
If the half is diagonal, make sure you use pass 0 (DrawProcedural) on the Fullscreen Pass Renderer Feature. The feature draws a triangle and that pass will make sure it fills the screen
And make sure graph is set to Fullscreen type
it's not, it's titled and for the pass,my pass is Blit cause this is the type I'm using in the render graph, regarding the graph type(material) it's set to fullscreen type
you can see it on the screenshot
Is it a custom feature using Blitter.BlitCameraTexture? That still draws a triangle behind the scenes, so should use pass 0.
Pass 1 is intended for older functions like cmd.Blit which draws a fullscreen quad.
I'm using Blit[1]
if that's what you're asking
It's my first time using the shader graph so I'm not familiar with any of this
What renderer feature are you using
Change it to use Pass 0
won't it harm my shader graph? I set multiple things to Blit
Idk what you're referring to but no. Changing settings on the feature won't break the graph.
At least just try it and see if it fixes it
yea that seems to fix it thanks