How to fullscreen blit in scene view and with multiple render target

I see in documentation (Perform a full screen blit in URP | Universal RP | 15.0.7) that we can fullscreen blit when we are calling Blitter.BlitCameraTexture, but this example has condition cameraData.camera.cameraType != CameraType.Game. How can we correct to blit it into scene view?
And this example shows us only how to blit one RenderTarget, but if we have MRT, how we can do it? I know only once way, when we can call cmd.DrawMesh() with cmd.SetRenderTarget(RT[ ]).

That example appears to limit the effect to the Game View because it’s both a simple, disruptive color tint and the assigned timing hides Transparent GameObjects (at least in the scene view). It seems like it’s just a “convenience” for people trying it out to not hide elements of the Scene View.

Making it available in the Scene View really is as simple as removing those CameraType checks.

For Multiple Render Targets, there’s a specific example provided here that demonstrates using ScriptableRenderPass.ConfigureTarget() to prepare/assign multiple at once, though that would also potentially need to be updated/adapted to use an RTHandle[ ]-based variant as necessary.

Edit: Additionally, it looks like CommandBuffer.SetRenderTarget() is specifically not used in this case because Blitter functions all call that themselves.

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@Eno-Khaon thanks! It’s really useful repo with examples, needed to ivestigate this.