Capturing GBuffers in HDRP?

Hello all,

We have a custom recorder style tool that captures various gbuffers in the “classic” Unity renderer. We are trying to get this working in HDRP, but our code to capture the gbuffers is no longer working.

Does anyone know what changes are required to go about capturing the gbuffer content under HDRP?

1 Like

I’m also interested in this!

This is on my todo too; I’ve had success adding new GBuffers to HDRP but had issues capturing the results in a reliable fashion.

Only way I’ve got near a correct result is using a custom shader in the post-processing pipeline*. Would love to hear an official take.

@Chman Could You give a helping hand here, please? I really need this in my project.