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.