Hi there! I’m using custom render passes in URP on 2020.3.33f1 to make a shader that has sketchy lines in shadowed areas. I have been using overrideMaterial in my pass to render everything with a lit white material to make a global texture that essentially has the shadow information in the scene.
However, I want to combine it with per-object textures as well! I have been struggling with this because whatever material I use in overrideMaterial does not have unique settings per object, since it’s just a single material. What I would like to do instead is override the shaders of my objects, so they could keep their individual material settings with a different shader. I have looked into the SetReplacementShaders method, and it seems like it would do what I need, but apparently URP does not support it.
Is there another way for me to apply specific shaders to objects? Is there a way I can give objects the override material I want, while keeping their textures? Thanks!