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Question by RexBaribal · Nov 25, 2015 at 09:00 PM · shaderrendertextureimage effectsstencil

RenderTexture clears after Blit

Hi, I'm trying to render my scenes stencilbuffer into a texture so i can use it for an image effect shader.

However, the texture i render to is always white but when i render it to the screen instead it renders correctly.

here is the Code:

     void OnRenderImage(RenderTexture source, RenderTexture destination)
     {
         if (PostprocessMaterial == null)
         {
             Graphics.Blit(source, destination);
             return;
         }
         
         RenderTexture temp = RenderTexture.GetTemporary(source.width, source.height, 0);
         
         Graphics.Blit(source, temp, StencilMask);
         PostprocessMaterial.SetTexture("_OutlineTex", temp);
         Graphics.Blit(source, destination, PostprocessMaterial);
 
         RenderTexture.active = null;RenderTexture.ReleaseTemporary(temp);
     }

and the shader:

 Shader "Hidden/RenderStencilMask"
 {
     SubShader
     {
         Pass
         {
             // No culling or depth
             Cull Off ZWrite Off ZTest Always
             CGPROGRAM
             #pragma vertex vert_img
             #pragma fragment frag
             
             #include "UnityCG.cginc"
     
             fixed4 frag(v2f_img i) : SV_Target
             {
                 return fixed4(0,0,0,0);
             }
             ENDCG
         }
         Pass
         {
             // No culling or depth
             Cull Off ZWrite Off ZTest Always
             Stencil
             {
                 Ref 255
                 Comp equal
             }
             CGPROGRAM
             #pragma vertex vert_img
             #pragma fragment frag
             
             #include "UnityCG.cginc"
     
             fixed4 frag(v2f_img i) : SV_Target
             {
                 return fixed4(1,1,1,1);
             }
             ENDCG
         }
     }
 }


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