Hi,
In BiRP was simple to use replacement shaders, by adding a virtual camera and do renderwithshader.
In URP is still possible using the RenderObjects renderer feature in a 2ond camera with a rendertexture target. Though this is not fully functional yet for 3D textures like in BiRP the team has promised to fix it, so should be possible to do also.
In HDRP is there any way to do a similar thing in pre render ? Like use a 2ond camera and renderer all scene with a different shader keeping the material properties and be very performant like in BiRP ? Specifically would also like to use a 3D texture to voxelize the scene, but that is a second step after know how to perform the replacement shader operation in general case.
Currently to voxelize the scene for the LUMINA HDRP (and similar in URP LUMINA) system, i toggle to the BiRP pipeline and do the renderwithshader. For the URP one i managed to do the same render to a 3D texture in compatibility mode, but this engine ability was removed in RenderGraph, so i know that it could be possible, but for HDRP have no idea how to go about it.
Thank you in advance.