I’ve tried every method I’ve been able to find on simply doing a full screen blit in a render pass using a custom shader and material, but keep running into dead ends. The documentation seems to suggest that doing a full screen blit in Unity 6 isn’t possible with the render graph API yet - that it requires compatibility mode to be enabled and the legacy API. Can someone please confirm or deny this (and point me to an example or doc that explains the correct way to do this)? Seems like too fundamental of a feature to not work. I’m sure I’m missing something. Thanks!
I used this as a base to setup a full screen effect that uses a custom shader and material. The part you would probably be interested in is the RenderScreenSpaceMetaballs ScriptableRendererFeature.
I am not certain it’s exactly what your looking for, or if it’s using the legacy API (graphics are not my forte) but maybe it will give you some ideas.
There’s some examples in the package manager check that, there’s also a main thread where they answer tons of questions.
https://discussions.unity.com/t/introduction-of-render-graph-in-the-universal-render-pipeline-urp/
thanks! i had actually already looked at that render pass implementation on github and tried it to no avail, but after looking through the sample files, i discovered the necessary setup in the shader that i had missed before. it’s working now.