Hello, I have some render features not working when the render pass event is set to before rendering post process or after but works fine if set to earlier render events like after rendering transparents. this happens with the blitWithMaterial urp rendergraph sample as its set to after rendering post process out of the box. even my other features dont work unless set to after transparents or earlier. but the blur example in the documentation works with every event except rendering. does anyone know whats wrong? please help.
Could you describe what is not working? You can use the Frame Debugger or Render Graph Viewer to see what’s happening. If you move the effect like BlitWithMaterial to earlier in the frame, then the result is (partially) overwritten by later passes.
this is how the status is when the render pass event on BlitWithMaterial/BlitAndSwapColor is set to AfterRenderingPostProcessing.
I hadn’t checked the render graph view before but its present there with a black bar
now after changing the event to AfterRenderingTransparents
and the render graph viewer
the same thing happens with my analog glitch feature. I am sorry if this is something really simple, thank you for taking the time.
black means that the pass is culled, ie, removed, because the output of that pass is never read by one of the next passes.
more info here Unity - Manual: Render Graph Viewer window reference for URP
how do I make a pass not get culled? is this intended? BlitWithMaterial sample otherwise is getting culled out of the box.
builder.AllowPassCulling(false);
I found this in one of the examples Unity - Manual: Create a texture in the render graph system in URP. I guess this is what we are supposed to use. I need to look into how to use the builder stuff still I only used the blit with mat as a resource to update my render feature and it wasn’t using the builder so I didn’t know about it. I will take a better look at the documentation and see If I can understand it finally.
the system assumes that the output of that pass is never used. So even if turn pass culling off, it will likely not have an effect. If it does, then that means something is not configured correctly.
sorry for late reply but if that is so then do we just need to change the render pass events for passes like these so they work as they used to before? as of now, the post process empty script template, the render graph samples that have render pass event set to afterRenderingPostProcessing by default do not work until changed. this wasn’t the case in older unity 6 preview. these are the tools we beginners are using to learn and them not working properly is very disheartening. those passes were set to those events for a reason right? what is the proper way for us to do these passes?
I have seen you answer a lot of questions and help people, this is just me being really confused. I hope you dont think of me being rude.
Kenny from the 2D team looked into it and assumes it is a bug that can be fixed quickly. Thanks for sharing!



