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[URP] Fullscreen ShaderGraph feature #6142
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… is compatible with current RP
…terial is assigned
# Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. URP Shader Graph SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
Replaced by #6943 |
Purpose of this PR
Included in this PR:
Implementation of the fullscreen sub-target for Universal
A new Render Feature for Fullscreen effects (compatible with all renderers)
The URP Sample Buffer node, allows to access the normal and motion vector buffers in ShaderGraph.
If you have any questions regarding this feature, you can ask in #devs-fullscreen-master-node.
Testing status
Fullscreen target test doc: https://confluence.unity3d.com/display/HDRP/Fullscreen+Target
Automated tests for URP fullscreen feature are still missing.
Note for QA:
This work is split into 3 PRs for ease of reviewing. If you want to test everything (URP, HDRP, and builtin implementation) I'd recommend to use the sg/fullscreen-target branch