Results 10 comments of Cyan

I have no experience with VR so I'm afraid this isn't really something I can confirm or fix. [This docs page](https://docs.unity3d.com/Manual/SinglePassStereoRendering.html) while more for the built-in RP, suggests that Graphics.Blit...

The background/source of the blit is passed into the `_MainTex` texture reference. You should be able to sample that in the shader similar to how you do for the `_BaseMap`...

Try restarting Unity. If that doesn't work, maybe remove the package and reinstall it.

For anyone interested in VR support, try cmd.DrawMesh or 2022.1 branches.

I think this may be a limitation of Shader Graph, but I'm not that familiar with BakedGI

I'm not very familiar with VR, but at a guess you'd need to add the same sort of macros in the geom shader as well as vert. This isn't for...

URP10+ introduces an additional `DepthNormals` Pass/LightMode tag which, looking at the ForwardRenderer & DepthNormalOnlyPass code, it appears this pass is required in the shader to support rendering the depth &...

If you use the feature for blitting to the camera (like a post-process effect), Unity 2022.2+ introduced it's own **Fullscreen Pass Renderer Feature** which can replace this, as well as...

> Hello, what exactly should we combine the APV information with in the graph, and how should we use it? Kinda up to the shader. But I think typically the...

> (Unity 6.1) I've implemented your suggestion (Enum keyword) but have found that APV do not seem to write in an unlit graph. Have you experienced this? Implementing a custom...