Hello! I am working on a volumetric screen effect which requires a blur pass to hide some of the noise from raymarching and downsampling.
For this I have a shader that applies a simple gaussian blur. I'm trying to get this implemented into the renderer feature of my volumetric effect with a two pass approach for horizontal+vertical blur:
if (_blurMat != null)
{
_blurMat.SetVector("_TexelSize", new Vector2(1f / _lowResColor.rt.width, 1f / _lowResColor.rt.height));
_blurMat.SetFloat("_BlurRadius", 1.5f);// Horizontal
_blurMat.SetFloat("_Direction", 0);
_blurMat.SetTexture("_SourceTex", _lowResColor);
Blitter.BlitTexture(cmd, _lowResColor, _blurTemp, _blurMat, 0);// Vertical
_blurMat.SetFloat("_Direction", 1);
_blurMat.SetTexture("_SourceTex", _blurTemp);
Blitter.BlitTexture(cmd, _blurTemp, _lowResColor, _blurMat, 0);}
However I can't figure out exactly why this doesn't work. I've tried checking everywhere and there was one mention of a similar issue before, but there wasn't a concrete answer.
Basically, the RTHandle _blurTemp isn't being written to on the horizontal pass, which causes the vertical pass to not have anything to work with. Anyone knows what could be the problem?
