URP - Render feature/pass to RenderTexture ?

Hi everyone!

I need your help :slight_smile:

I currently work on a Oculus Quest Project with URP.
Normaly i would just use a Second Camera as a child of the main camera to render specific Objects to a rendertexture. (needed for a Water-Depth-Effect on the maincam render)
But that don’t work perfectly in URP/VR. It seems that the URP provide a solution with Render feature/pass. But i can’t find any good deeper documenation about it.

It is possible to use such a feature with a rendertexture as target?
And has anyone a link or code sample how to use that with a rendertexture-target?
Specific Layer to rendertexture or a specific shader pass to rendertexture would be perfect.

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in the meanwhile i get it to work with render pass. But only on PC. Not in multipass mode on Quest. But it seems that’s a general URP issue/bug with the same problem like Post Processing :frowning:

don’t know about VR, but did you check the GitHub - Verasl/BoatAttack: Demo Project using the Universal RP from Unity3D demo ? it has some water special water features using scriptablerenderpass

i didn’t check this before. but after hours of reading the source and the URP github site, and other threads… i just need to wait for a update. URP didn’t support all features (in special PostProcessing) in VR yet

Have u solved the problem?