The Scene Render Pass patch renders a scene object and any of its children.
Set the size of the texture output. For fixed sizing mode, this value is in pixels. For relative sizing mode, this value is a factor relative to the screen, camera or background.
Define whether the size of the output texture is fixed or relative to the screen, camera or background.
The selected combination of color channels. Choose from RGBA, RGB, RG or A.
The background color if no texture is connected to the Background input.
Connect to the output from another render pass, a texture or visual shader network.
Connect to the output from a scene object, to render the object and any of its children. Every object in the Scene panel can be rendered by connecting a patch representing the Device scene object to the Scene Object input. Patches representing individual objects can also be connected.
The rendered texture
If a light is not the child of an object being rendered in the Scene panel, it won’t affect objects being rendered as part of the pipeline.
In the example below we’ve already used the Shader Render Pass patch to add a blurred appearance to the effect. A Scene Render Pass patch renders 3D text in front of the blurred effect, unaffected by the blur:
Below, you can see a 3D text object listed in the Scene panel as 3dText0 and visible in the Viewport. It’s not yet visible in the Simulator because it hasn’t been connected to the render pipeline using patches:
A patch representing the Device object in the Scene panel and the Scene Render Pass patch will render the text.
The patch representing the Device object will pass all child objects to the Scene Render Pass patch. When connected to a patch representing the Screen Output property of the Device, the text will render in the scene. Here’s how the graph would look in the Patch Editor:
The Scene Render Pass has been added between the Shader Render Pass and Screen Output patch, to combine the children of the Device with the blur effect created by the Shader Render Pass patch.