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Conversion to HDRP #3
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It would be helpful for you to publish your fork with the changes you've made so far. |
Regarding getting this working on URP all the points above are required except that you need to enable post-processing on both portal cameras not disable it. |
I commented on the other issue but I think it applies to this one aswell: |
@jmsether Do you have a link for the refered Brackeys precut shader, couldn't find that anywhere on the internet. |
@joaoachando you can find the shader you're looking for in the description of his video: https://www.youtube.com/watch?v=cuQao3hEKfs&t=89s I summon you all: @jeffries7 I beg for your help guys... |
Could you elaborate on this part? I tried injecting the PrePortalRender, Render and PostPortalRender calls of the portals after the BeginFrameRendering or BeginCameraRendering pipeline callback, but I'm getting an error: "Recursive rendering is not supported in SRP (are you calling Camera.Render from within a render pipeline?)." |
It's been a while but I will dig up my old project and get the scripts I used there. It's mostly down to disabling the hdr effects on the portals cameras |
Does anyone know where should I move what "OnPreCull" method cotains on a HDRP pipeline? I know I can use LateUpdate, but as far as I know it's better to call them in render pipeline you are using. So I saw there is RenderPipelineManager.beginCameraRendering but it seems it's not working. Any ideas? |
This work for me in URP:
Some Reference: |
I also needed to change the screen texture from static readonly int MainTexture = Shader.PropertyToID("_BaseMap");
void CreateViewTexture ()
{
if (viewTexture == null || viewTexture.width != Screen.width || viewTexture.height != Screen.height)
{
if (viewTexture != null) viewTexture.Release();
viewTexture = new RenderTexture(Screen.width, Screen.height, 0);
portalCam.targetTexture = viewTexture; // the view from the portal camera to the view texture
linkedPortal.screen.material.SetTexture(MainTexture, viewTexture); // display it
}
} |
I originally had an issue where the Portal Camera's overwrote what the Main Camera rendered however I found the cause and potential fix in my case. I found that using an additional Overlay Camera with Camera Stacking to render my Weapons interfered with the above code. The solution is to add a Render Object to the URP and get it to render the Weapons that are on their own layer. Once that's set up, the overlay camera is no longer needed. Source |
I know this is super old, but I've been trying to get this work with HDRP too and am having the same issue of calling I tried replacing Seems like Unity has a bunch of issues with this stuff. I'm currently on Unity 6000.0.23f1. Has anyone made any developments either on this version or another one? |
Hi Sebastian, love your work.
I tried converting your project to HDRP and noticed a number of issues with it. Thought you might like to know. If you solve them, I'd be keen to hear about it.
I really enjoy watching your vids. Keep it up.
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