What I’m currently doing:
- Setup a Temporary RenderTarget before the camera starts rendering (at RenderPipelineManager.beginCameraRendering)
- Assign the temporary RenderTarget to the Camera’s Target texture
- Running a custom RenderFeature at the event ‘AfterRendering’. (I want to manipulate the Temporary RenderTarget’s data, and write it to the Camera’s original Render Texture)
- Release the Temporary RenderTarget (at RenderPipelineManager.endCameraRendering)
I’m having a lot of trouble doing the third step, How do I get something like this to work?
What I’ve tried:
- cmd.Blit(TempRT, null as RenderTexture); // Doesn’t work
- ConfigureTarget(null as RenderTexture); + cmd.DrawMesh(FullscreenQuad) // Called inside Configure, Doesn’t work
- Using a RenderTarget asset instead of a temporary RT, and render the result using RawImage. // This kinda works, but I prefer to not to have to use a Canvas to draw the final result.