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).
| Page | Description |
|---|---|
| Get the current framebuffer from GPU memory in URP | Use the SetInputAttachment API to read the frame that Unity has rendered so far. |
| Get the current depth buffer from GPU memory in URP | Use a depth input attachment to read the current pixel depth from GPU memory instead of sampling a depth texture. |