You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
While there's no error, baking results look broken when a Scriptable Render Pipeline is active while baking. My guess is that the depth format is different, but haven't really looked into it - workaround is to disable any SRP, switch material to "Standard" and bake in that mode, then switch back.
Would be cool as a workflow to be able to bake while URP / HDRP are active.
The text was updated successfully, but these errors were encountered:
After investigating this, it seems adding URP support is currently not possible, as Camera.Render and Camera.RenderWithShader are not supported, with no replacement existing. I've made a thread on the Unity Forum for this topic which you can follow if you are interested on how it might develop: https://forum.unity.com/threads/replacement-for-camera-render-camera-renderwithshader.845854/
I replied on the forums with what the replacement for RenderWithShader is (Renderer Features). You could also make your own if you don't want to use the built-in RenderObjects, because then you could directly have the texture grab in the feature.
I'm not sure why that page states Camera.Render is not supported - I think I'm using that on URP just fine. Note that URP docs are notoriously incomplete and outdated...
From testing I am pretty confident that Camera.Render is not working in URP. I could not get it to output anything to my target texture, regardless of texture format or shader replacement setup.
I'm guessing the best way to support URP would be to bundle a custom Renderer Feature with BNAO but I'm a little unsure if it's possible to set up the camera completely from script. Might take a look at it in the future but I'll leave it open for now.
While there's no error, baking results look broken when a Scriptable Render Pipeline is active while baking. My guess is that the depth format is different, but haven't really looked into it - workaround is to disable any SRP, switch material to "Standard" and bake in that mode, then switch back.
Would be cool as a workflow to be able to bake while URP / HDRP are active.
The text was updated successfully, but these errors were encountered: