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Hm, I'm actually not sure if this is something worth doing. Standard URP render features don't seem to have any code that restores default render target. Instead, each render pass sets its own render target. @STARasGAMES could you share details of your use-case please?
Hi @Arvtesh
Yes, sure.
So, I have Outline as a first feature, then goes URP's built-in Render Objects feature
This is how it looks without outline:
And that's how it looks with:
Notice broken gun rendering. This happens because there is no depth target currently active which leads to completely ignoring ZTest:
(at least frame debugger indicates that there is no depth target)
But if there is no outline pass before rendering the gun, then we can see the depth target and image renders correctly.
Adding the line, that reverts to default render targets fixes this issue.
To fix this I modified OutlinePass.cs at line ~106
For such a small fix, I don't want to make a pull request, please forgive my laziness :)
P.S.
Most likely this line should be placed in a few more places to cover all setting combinations, but for my situation it solves the issue.
Thanks again for your excellent work on this project. It's a blessing to read well-structured code
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