Using fullscreen shaders in URP
Before we get to actually creating fullscreen shaders, let’s take a second to see how this kind of shader works in URP, and in particular how this render pipeline evolved to gradually make this feature easier and easier to use.
In this first section, we’re going to have a quick look at the old way of doing things with the built-in render pipeline, and then we’ll see how the URP pipeline changed over the years to eventually incorporate fullscreen shaders as a readily available tool.
The case of the built-in render pipeline
In the past, any shader creator who worked with the built-in render pipeline was fairly pleased to create a fullscreen effect shader, because it was simple. You would just need to do three things:
- Prepare your screen shader.
- Create a new material asset using this shader.
- Add a
MonoBehaviour
script to your scene camera object containing theOnRenderImage
function, to essentially apply this...