Unity 4.6 and Grabpass fails (140902)

I am using Unity 4.6 and the GrabPass feature and I would like to know if it’s possible to use GrabPass ans Opaque RenderType because it doesn’t seem to work…

GrabPass
{ "_Grab" }

Tags { "Queue" = "Geometry" "RenderType" = "Opaque" }
LOD 400

CGPROGRAM
#pragma target 3.0
#pragma surface surface Lighting fullforwardshadows
(...)

When adding the opaque RenderType, the shadows are available but the GrabPass not… when removing the RenderType, the GrabPass appears as a silhouette and I want to mask it.

Is it possible to use masked GrabPass and shadows in deferred rendering ?
Thanks a lot !

1 Answer

1

Have you tried moving the Queue to a later point in the rendering process?

"Queue" = "Geometry+1"

might be enough to keep the object technically opaque and not wait too long before rendering it into the scene.

Thank you for the answer but this issue is more linked with the "RenderType" = "Opaque" parameter.