Access all PrePassRenderer Textures to be used for ComputeShader

Hello!

This is the first time I ask on this forum, so I hope I’m doing it correctly.

So I’m working on a code that requires compute shaders to use camera info, like a deferred rendered would. I would like to use position, normal, and color textures.
First I tried using the GeometryBufferRenderer to get the normals and positions. Which worked fine.
However, I didn’t know how to get the output from the camera as an input (readonly) texture on a compute shader.
I would get a usage warning if I tried to bind it to the Compute Shader. I thought about cloning/copying the texture to another with proper usage, but I wasn’t able to. Also I don’t know how to change the usage flags of a texture after it was created.

(TextureUsage::(TextureBinding|RenderAttachment)) includes writable usage and another usage in the same synchronization scope.
While validating render pass usage.

Then I found out about the PrePassRenderer and I thought that it would get me the data I was looking for, but still, I wasn’t able to access the textures, even after seeing them exist on the inspector.

I wrote this code that portrays what I’m trying to do:
Babylon.js Playground

How can I bind the color to a Compute Shader?

Thank you :slight_smile:

Welcome aboard!

The prepass renderer can only be used in the context of a post-process, so I’m not sure it’s the best solution for you.

What you can do is use the geometry buffer renderer to get the position/normal, and for the color texture, use a Pass post-process as the first post-process for your camera and get the pass.inputTexture.texture property:

2 Likes

Thank you very much!
This is exactly what I was looking for. I tried getting the texture from a PassPostProcess before too, but I wasn’t fetching the right property hahaha :laughing:
Again thanks a lot! :smiley: