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Blit in URP

To blit from one texture to another in a custom render pass in the Universal Render Pipeline (URP), use the Blitter API from the Core Scriptable Render Pipeline (SRP).

The shader you use with the Blitter API must be a hand-coded shader. Shader Graph shaders aren't compatible with the Blitter API.

Note: The recommended best practice is not to use the CommandBuffer.Blit or Graphics.Blit APIs with URP, or APIs that use them internally such as RenderingUtils.Blit. These APIs might break XR rendering, and aren't compatible with native render passes. You can still use CommandBuffer.Blit and Graphics.Blit with the Built-In Render Pipeline.

For example, add the following:

{
    Blitter.BlitCameraTexture(commandBuffer, sourceTexture, destinationTexture, materialToUse, passNumber);
}

For a full example, refer to Example of a complete Scriptable Renderer Feature.

Additional resources