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This repository was archived by the owner on Mar 3, 2020. It is now read-only.
I am wondering if you are working on a fix to get past this? My own strategy is to use the (also) new PostProcessing v2 stack to capture the image and then your plugin to encode the frames. I've managed to do this - however the GetNativeTexturePtr() part of the code seems to kill performance as it syncs the main thread with the rendering threads I believe.
Have you tried HDRP yet or do you have any idea how to get past the GetNativeTexturePtr() issue.? The value of the pointer doesn't actually change, but if I only read the pointer at Start() - the application will crash.
Hello. Unity's new HD Render Pipeline doesn't have OnRenderImage callback any more as stated here :(https://forum.unity.com/threads/feedback-wanted-scriptable-render-pipelines.470095/page-8)
I am wondering if you are working on a fix to get past this? My own strategy is to use the (also) new PostProcessing v2 stack to capture the image and then your plugin to encode the frames. I've managed to do this - however the GetNativeTexturePtr() part of the code seems to kill performance as it syncs the main thread with the rendering threads I believe.
Have you tried HDRP yet or do you have any idea how to get past the GetNativeTexturePtr() issue.? The value of the pointer doesn't actually change, but if I only read the pointer at Start() - the application will crash.