{"author_url":"https://blog.hatena.ne.jp/snoopopo/","type":"rich","version":"1.0","blog_title":"\u30b2\u30fc\u30e0\u4f5c\u308b\u305f\u3081\u306e\u3053\u3068\u5b66\u3076dev\u308d\u3050(\u2019\u30fc\u2019)/\uff81\uff6c\uff97\uff9d","blog_url":"https://www.snoopopo.com/","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/s/snoopopo/20251203/20251203153838.png","published":"2025-12-03 15:42:42","description":"\u8d77\u304d\u305f\u4e8b\u8c61 unity6\u306eURP\u3078\u30a2\u30c3\u30d7\u30c7\u30fc\u30c8\u3057\u305f\u76f4\u5f8c\u3001\u4ee5\u4e0b\u306e\u8b66\u544a\u304c\u51fa\u308b\u3088\u3046\u306b\u306a\u3063\u305f\u3002 In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. UnityEngine.Rend\u2026","url":"https://www.snoopopo.com/entry/2025/12/03/154242","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fwww.snoopopo.com%2Fentry%2F2025%2F12%2F03%2F154242\" title=\"\u3010URP\u3011In the render graph API, the output Render Texture must have a depth buffer.  - \u30b2\u30fc\u30e0\u4f5c\u308b\u305f\u3081\u306e\u3053\u3068\u5b66\u3076dev\u308d\u3050(\u2019\u30fc\u2019)/\uff81\uff6c\uff97\uff9d\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","categories":["Unity","\u30a8\u30e9\u30fc\u96c6/\u56f0\u3063\u305f\u6642","C#"],"width":"100%","provider_name":"Hatena Blog","author_name":"snoopopo","height":"190","provider_url":"https://hatena.blog","title":"\u3010URP\u3011In the render graph API, the output Render Texture must have a depth buffer. "}