Camera Color Copy Pass
📖 Description
Copies the URP's active color texture (opaque scene color) into a dedicated texture for sampling in Composite Shaders. Enables full-screen effects like blending outlines with the scene.
🔧 How It Works
- Inputs: URP's
activeColorTexture. - Process: Blits the color texture to a new handle using
Blitter.BlitTexture. - Outputs:
Texture2D_CameraOpaqueTexture. - Code Example:
// From OutlineCameraColorCopyPass.ExecuteCopyColorPass Blitter.BlitTexture(cmd, sourceTexture, new Vector4(1, 1, 0, 0), 0.0f, false);
📋 Requirements
- Materials: None (built-in blit).
- URP Settings: Opaque Texture enabled in pipeline.
- Dependencies: Runs after opaque rendering.
🏷️ Tier Usage
- Available in: All tiers (for full-screen FX).
- Conditional: Runs if Composite Shader has
_CameraOpaqueTexture.
🐛 Troubleshooting
- Issue: Texture not available.
- Fix: Enable "Opaque Texture" in URP Pipeline Asset.
- Performance: Minimal overhead.