Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer: You've told us there is a spelling or grammar error on this page. Additionally, GrabPass can use and A reference word which you can assign to one or more GameObjects to help you identify GameObjects for scripting purposes. If you know what we should change to make it correct, please tell us: You've told us this page has unclear or confusing information. The texture can be accessed in further passes by the given texture name.
Please tell us more about what's missing: You've told us there is incorrect information on this page. . This is a more performant method when you have multiple objects using GrabPass in the scene A Scene contains the environments and menus of your game. If you know how to fix it, or have something better we could use instead, please let us know: You've told us there is information missing from this page.
Note that the same effect could be achieved more efficiently using an invert. Please tell us what's wrong: You've told us this page has a problem. See in has two passes: The first pass grabs whatever is behind the object at the time of rendering The process of drawing graphics to the screen or to a render texture. Note: this form of grab pass will do the time-consuming screen grabbing operation for each object that uses it.
In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Please tell us more about what's wrong:. By default, the main camera in Unity renders its view to the screen. You've told us this page needs code samples.
GrabPass is a special pass type - it grabs the contents of the screen where the object is about to be drawn into a texture. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see: You've told us there are code samples on this page which don't work. Think of each unique Scene file as a unique level. See in , then applies that in the second pass. Syntax The GrabPass belongs inside a Each shader in Unity consists of a list of subshaders.
This texture can be used in subsequent passes to do advanced image based effects. . . . . .
. . . .
. . . .