Unity Custom Passes with URP
I’m documenting some of my adventures looking into the Scriptable Render Pipelines in Unity. I have the goal of creating a stylized 3D pixel-art render pipeline heavily inspired by t3ssel8r. What is URP Cel-Shading Rendering To an Intermediate Texture During rendering passes, it’s common to store information by rendering to a texture instead of immediately rendering to the screen. For example, if you want to just do a pass to collect depth information, you can draw that information in memory and hold on to it to reference for later usage....