Hello World!
I’ve implemented a Fog Of War shader that takes two inputs: 1) the current FogOfWar and 2) the current FieldOfView, and it bangs both inputs together to produce a new and updated FogOfWar texture. I would like my FogOfWar ScriptableRendererFeature to create and hold on to the same texture I’m outputting so that it can be used at the beginning of the next pass as the Fog Of War input. Would it be possible to do this by creating the texture in the Create or AddRenderPasses methods, and saving it as a private variable that can be used during blitting?
Thanks in advance!
Anthony