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Pre Pass
Some post-processing effects require having separate full-screen texture with various geometry info. For example, SSAO needs depth and normals of the scene, while Temporal AA needs motion vectors.
Because Toon RP's rendering path is Forward and not Deferred, we can only produce them by doing running separate rendering loops over all visible geometry specifically drawing depth, normals, and/or motion vectors.
In the pipeline asset's Camera Renderer
section, find Pre-Pass Mode
and set it the desired combination of modes.
📝 Note:
Normals
andMotion Vectors
always requireDepth
, therefore it is not possible to exclude it.
Some rendering extensions and post-processing passes may strictly require certain pre-pass modes. If your selected mode does not include the requirements, they will be added regardless and you will see a warning:
Depth pre-pass is automatically optimized to a simple depth copy if all of the following conditions are met:
- Effective Mode is
Depth
; - Earliest event when depth is required is
AfterOpaque
.
Getting Started
Platform Support
Lighting and Shadows
- Global Ramp
- Shadows
- Variance Shadow Maps (VSM)
- Soft Shadows
- Additional Lights
- Additional Light Shadows
- Tiled Lighting (Forward+)
- Blob Shadows
- Fake Additional Lights
- Baked Lighting
Render Quality
Miscellaneous
Post-Processing
- Post-Processing Stack
- Bloom
- Inverted Hull Outline
- Screen-Space Outline
- SSAO
- Motion Blur
- Sharpen
- Light Scattering
Making Custom Shaders
Debugging