#shader graph

1 messages · Page 1 of 1 (latest)

swift olive
#

hi,I'm trying to add an effect to my camera's view, to the game(glitchy screen effect with pixels) with a fullscreen shader graph effect, but this effect is only getting applied to half of the screen, what's causing this and how to fix it?

rose fable
#

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

swift olive
#

you can see it on the screenshot

rose fable
#

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.

swift olive
#

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

rose fable
#

What renderer feature are you using

swift olive
#

full screen pass renderer feature

#

with pass Blit[1]

rose fable
#

Change it to use Pass 0

swift olive
#

won't it harm my shader graph? I set multiple things to Blit

rose fable
#

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

swift olive