Table of Contents

Composite Pass

📖 Description

The final pass that blends all mask textures into screen-space outlines using a full-screen Shader Graph. Writes directly to the camera color buffer.

🔧 How It Works

  • Inputs: All generated mask textures.
  • Process: Samples textures, applies dilation/coloring/blurring, and draws fullscreen.
  • Outputs: Final scene with outlines.
  • Code Example:
    // From OutlineCompositePass
    if (passData.cameraColorCopy.IsValid())
        matExec.SetTexture(CameraOpaqueTexturePID, passData.cameraColorCopy);
    CoreUtils.DrawFullScreen(ctx.cmd, matExec);
    

📋 Requirements

  • Materials: outlineCompositeMaterial (Fullscreen Shader Graph).
  • URP Settings: None.
  • Dependencies: All prior passes.

🏷️ Tier Usage

  • Available in: All tiers.
  • Conditional: Always runs if material exists.

🐛 Troubleshooting

  • Issue: Outlines not visible.
    • Fix: Check texture assignments in shader.
  • Performance: Full-screen draw cost.

See Render Passes Overview.