joelrowney wrote:Its sure getting busier on here. you guys are doing an amazing job at progressing the editor and also supporting your now huge community of users.
I have been looking at using custom render textures for a couple of things. the simplest one just to quickly get the output of a shader into a texture. there are other ways of course, but after reading the unity documentation it seemed like they could also be use to produce a screen buffer so that it may be possible to make some progressive effect along the lines of
https://www.shadertoy.com/view/XddSRX or indeed feedback loops like old tv effects.
thanks for taking the time to reply to my questions and again for help you have given me in the past.
Thank you for the kind words and for sharing this information with the community!
We do provide a few Post-Processing examples that make use of the Custom Render Textures functionality, which also make use of our Post Process
Texture Template.
You can check out both Post processing samples located within the ASE package at AmplifyShaderEditor/Examples/Official/TemplateExamples/PostProcess, which contains the FilmGrain and Sobel effects.
Both are using a script in the camera that implements post processing through the
OnRenderImage Camera class function, which allows modifying the final image rendered by the camera by processing it with shader based filters, and the
Graphics.Blit function, which will render the source texture using the material with the post-processing shader and save it to the destination texture by automatically copying the "source" texture to the material's main texture ( or _MainTex in the shader code ).
More information here:
Writing Post-Processing EffectsPlease let me know if this information is helpful, thanks!