Table of Contents

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.

See Render Passes Overview.