Hi there, I reckon this should be a simple one but I have no idea where to start. I have just finished a custom RendererFeature that draws outlines around specific objects using some blitting back and forth. No problems there!
The issue I am having is that my final result is being blitted to the Shader Graph Main Preview window behind whatever geometry is visible.
I am using the cameraColorTarget as the source and the RenderTargetHandle.CameraTarget as the destination.
if (destination == RenderTargetHandle.CameraTarget)
{
RenderTextureDescriptor opaqueDescriptor = renderingData.cameraData.cameraTargetDescriptor;
opaqueDescriptor.depthBufferBits = 0;
cmd.GetTemporaryRT(temporaryColorTexture.id, opaqueDescriptor);
Blit(cmd, source, temporaryColorTexture.Identifier(), blendMaterial, 0);
Blit(cmd, temporaryColorTexture.Identifier(), source);
}
else
{
Blit(cmd, source, destination.Identifier(), blendMaterial, 0);
}
I figure that I need to somehow prevent the RenderPass from enqueuing but for only when the Shader Graph Main Preview window is the target.
Any help would be greatly appreciated!