Hello, i am writing a renderer feature for URP, i noticed that there is a bug in my implementation because i always tested it with screen space ambiant occlusion also enabled as a renderer feature. When i disable the SSAO, the normals texture isn't included anymore and my the SampleSceneNormals() function returns gray/black. I think ConfigureInput was the function you needed for this but not sure how it is now.
#URP renderer feature DeclareNormalsTexture gray, how to tell normals are used?
1 messages · Page 1 of 1 (latest)
Should still use ConfigureInput afaik. I usually see it done in AddRenderPasses just before enqueuing the pass
Like this then for example?
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (TryGetResources() == false)
{
return;
}
bool shouldEnqueue = m_RenderPass.Setup(m_Material);
if (shouldEnqueue)
{
m_RenderPass.ConfigureInput(ScriptableRenderPassInput.Depth | ScriptableRenderPassInput.Normal);
renderer.EnqueuePass(m_RenderPass);
}
}