I set MSAA to 4. I have 2 ScriptableRenderPass to draw Opaque and transparent objects.
I don’t open Camera MSAA options, but adjust code from URP “Library/PackageCache/com.unity.render-pipelines.universal@7.4.3/Runtime/ForwardRenderer.cs”, to set MSAA.
(I want this Pass to load FrameBuffer as “TempBuffer 2 1242x2688 MSAA resolved”, but it load “TempBuffer 2 1242x2688 MSAA” which doesn’t exist in the FrameBuffer. )
Why the next Pass doesn’t load “TempBuffer 2 1242x2688 MSAA resolved”, how to resolve it?
sorry, I do not completely understand what you mean. It’s a problem from that I did some lab to verify the hardware mechanism. this Frame capture for Xcode
I wanna implement memoryless MSAA with Unity Renderdescripter.