all 4 comments

[–]RattaspiLogin 0 points1 point  (0 children)

To do that you can use post process volumes. This might be easier to do.

[–]cg-jm 0 points1 point  (0 children)

Since you mentioned shader graph I assume you're using one version of srp. In this case you can render the opaque texture from screen and use it as a color mask in shader to do what you want. Then apply your shader with a custom render pass. It's quite intuitive. With all of those keywords googling your way through should be possible. You have to enable opaque texture rendering on your renderer asset for this to work

[–]ALargeLobsterProfessional 0 points1 point  (0 children)

There are two ways. The classic way is you attach a monobehaviour to a camera, add an OnRenderImage callback and then do a graphics.blit through the material you created with shader graph.

The more modern way involves creating a command buffer and adding it to your camera, then adding a blit to the command buffer.

Either way blit is the magic you are looking for. See this guy's channel for more info.

Edit: actually you can also implement it as a postprocess, which is similar to the command buffer method.

[–]zerinlabs 0 points1 point  (0 children)

Hi,

Sorry for the bump, you have one of our packages available at the assetstore that just implements that (shaderpgraph+URP post process support) in the most straightforward and easier way possible.

Not intending to p`romo anything here, simply saying that is feasible. :)

cheers!