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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
SetInputAttachment
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).

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Description

Get the current framebuffer from GPU memory in URPUse the
SetInputAttachment
API to read the frame that Unity has rendered so far.
Get the current depth buffer from GPU memory in URPUse a depth input attachment to read the current pixel depth from GPU memory instead of sampling a depth texture.

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