#Outline Render Feature - Burning Image Issue

1 messages · Page 1 of 1 (latest)

rotund grove
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## using Unity 6000.0.41f1, URP 17.0.4

I am trying to create an custom render feature for my outline shader so that I can make use of filtersettings to isolate certain layers. Using Unity's prebuilt Full Screen Pass Renderer Feature, I can correctly render the custom shader outline material (see image below, outlines are pink) which correctly outlines the outlines and normal maps as I intend for it to do.

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When I use my own custom render feature, the image renders but it doesn't seem to clear the previous frames thus forever writing over itself and creating a "burn" effect and eventually saturates the entire screen in the outline colors (as seen in video below).

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I was looking for guidance on how to go about addressing this? Here are the associated scripts.

timid creek
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Maybe set clearBuffer to true?

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My edge detection pass looks like this

using (var builder = renderGraph.AddRasterRenderPass<PassData>(ShaderPassName.Outline, out _))
{
  builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
  builder.SetRenderFunc((PassData _, RasterGraphContext context) => { Blitter.BlitTexture(context.cmd, Vector2.one, outline, 0); });
}
rotund grove
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so the "burning" effect is gone now but the render pass now doesn't seem to render the alpha correctly (rendering black where it should be transparent)