Distortions in SRP

Node-based Shader Editor

Distortions in SRP

Postby DuvE » Sun Mar 17, 2019 12:24 am

Hi,

Is it possible to get distortions effects (using _GrabPass) in SRP? I know that SRP does not have access to _GrabPass, but I think they have access to _CameraOpaqueTexture, they even added a special node to Shader Graph, I think. Do you have an example of how to achieve this in ASE using SRP templates?

It kinda works in LWRP when following this instruction https://forum.unity.com/threads/the-scr ... st-4024678 using a simple setup http://prntscr.com/mywq4d but the refracted image is slightly low quality, maybe it because of Opaque Texture filters.

And this exact setup does not work in HDRP. I've tried to use Refraction (and Distortion option too) in HDRP Lit template, it works, but is it possible to make refractions in Unlit HD too?
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Re: Distortions in SRP

Postby Amplify_Borba » Wed Mar 20, 2019 11:11 am

Hello!

In HD RP, we've recently added support for Refraction in our latest HD Lit Template, which is based on Unity's HD Lit master node, it won't be possible to support it in the same sense on the Unlit template.

However, in the LW pipeline, we support the new _CameraOpaqueTexture through our Grab Screen Color node, so its just a matter of playing around with it.

Here's a simple sample, for your convenience.

The _CameraOpaqueTexture texture is the old Grab Pass replacement and has rendered into it all the opaque objects. Please keep in mind that if you want to use it, you will need to activate it on your render pipeline settings.
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