Optimize frames by fetching data from the framebuffer
Fetch data that a previous render pass wrote to GPU memory, instead of writing it to a separate texture and reading it back.
Read time 1 minuteLast updated 22 days ago
Fetch data that a previous render pass wrote to GPU memory, instead of writing it to a separate texture and reading it back.
Use the API to read another pass's output, such as color or depth, directly from on-chip memory. This speeds up rendering, especially on mobile devices that use tile-based deferred rendering (TBDR).
SetInputAttachmentPage | Description |
|---|---|
| Get the current framebuffer from GPU memory in URP | Use the |
| Get the current depth buffer from GPU memory in URP | Use a depth input attachment to read the current pixel depth from GPU memory instead of sampling a depth texture. |