private void HandleSRPCameraRender(ScriptableRenderContext context, Camera camera) { GlitchMaterial.SetFloat(inverseUVPropertyId, 1); var renderTex = RenderTexture.GetTemporary(camera.pixelWidth, camera.pixelHeight); var buffer = CommandBufferPool.Get("DigitalGlitchesCamera"); buffer.Blit(BuiltinRenderTextureType.CameraTarget, renderTex); buffer.Blit(renderTex, BuiltinRenderTextureType.CameraTarget, GlitchMaterial); context.ExecuteCommandBuffer(buffer); context.Submit(); buffer.Clear(); CommandBufferPool.Release(buffer); RenderTexture.ReleaseTemporary(renderTex); }
private void OnRenderImage(RenderTexture source, RenderTexture destination) { GlitchMaterial.SetFloat(inverseUVPropertyId, 0); Graphics.Blit(source, destination, GlitchMaterial); }