Unity_MultiPassRenderingOnURP
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Multipass Rendering on Universal Render Pipeline
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This unity project is a sample use case of multipass rendering (commonly used in pre-rendering workflow) on Universal Render Pipeline. I used unity distributed packages only, so you don't have to install third-party packages.
Master Render Result
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Normal Pass
OpenGL formatted.
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Depth Pass
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Known issue : it works after light baking.
Character Mask
Isolate "Character" layer.
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All Object Mask
Divide background and objects.
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Technique
Create URP Asset and Forward Renderer Datas for each pass
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Add Render Object Renderer Feature to each Forward Renderer Data
I used Render Object renderer feature to replace specific objects' (layers') material.
See : https://learn.unity.com/tutorial/custom-render-passes-with-urp
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Universal Render Pipeline Asset
Add previous Forward Renderer Datas to Renderer List
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Camera
Set Forward Renderer Data you want to Rendering > Renderer
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