Hi,
I’m trying to port some code I use to create a planar reflection on URP.
Right now, I’m using a Monobehaviour where I create an hierarchy hidden camera that I change the projection and view Matrices to render a mirrored view of the current active camera that I save in a RenderTexture exposed to a shader.
It’s working fine right now except that I can’t get to render the UI (in world space) in the mirror version unless the Scene View is active (no UI mirrored in builds but also in Editor when the game view is maximized or if the Scene View isn’t rendering).
Therefore, and since I’m using URP, I thought I might be able to tackle this issue using the RendererFeature and RenderPass approach to place the reflection camera rendering somewhere in the renderer pipeline that would make more sense.
However, I can’t use a simple Camera.Render() technique as SRP tells me that it’s not allowed to use it inside the Execute() method of a RenderPass.
Does anyone approached a similar technique successfully within the URP RendererFeature architecture?
Thanks