Using two Custom Render Textures as input to output a single Custom Render Texture

Is it possible?

I’m attempting to take advantage of Custom Render Textures’ ability to update a subset of the texture, however the documentation leaves me a bit confused on how exactly it works. It says that each custom Render Texture must be assigned a material that will operate on the Custom Render Texture. This is a bit of a departure from the standard way of dealing with normal Render Textures where you can insert them into the materials. Yet, at the same time, the documentation for the Custom Render Texture says you can insert them into the texture slots on Materials.

This all leaves me pretty confused.

Anyone here work with Custom Render Textures before?

I have custom material to render (in my example I use shader which create procedural animated surface
from mathematical functions) and dummy unlit shader. Now I can use Custom Render Texture as standard
texture (as sampler to other materials).

So, you can replace ProceduralSurface with own material to render and use above settings in inspector.

Ahhh, so you just make use of a dummy shader to fill the Custom Render Texture’s requirement for a material?

Try on your computer and let me know if it works.

I’m attempting to, but Unity doesn’t seem to be taking the #include “UnityCustomRenderTexture.cginc”.

Am I missing something?

I don’t use #include “UnityCustomRenderTexture.cginc".
Try any simple custom animated shader.

Wouldn’t the Custom Render Texture Include be needed to take advantage of the zone updating?