Usually in post-processing, Clip coordinates are vertex coordinates, so in the build-in pipeline, there should be no need to do additional operations in the vertex shader. However, in URP and other SRP, Blit operations are all done through Blitter.BlitTexture. , the final triangle drawn in it is also drawn by the cmd.DrawProcedual method. At this time, the vertices and uvs need to be remapped. #if SHADER_API_GLES float4 pos = input.positionOS; float2 uv = input.uv; #else float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID); float2 uv = GetFullScreenTriangleTexCoord(input.vertexID); #endif
Unity URP custom post-processing vertex shader pitfalls
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Origin blog.csdn.net/qq_37421018/article/details/128521332
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