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Won't Fix

Votes

5

Found in [Package]

2021.1.1f1

Issue ID

1338329

Regression

No

[Mobile][SRP][URP] CommandBuffer.SetRenderTarget doesn't work

Package: Scriptable Render Pipeline Universal

-

Steps to reproduce:
1. Open the user's attached project "RenderTargetTest.zip"
2. Build on Android
3. Open the app

Expected results: Spheres are red
Actual results: Spheres are white

Reproducible with: 2019.4.27f1(7.6.0), 2020.3.10f1(10.5.0), 2021.2.0a18(12.0.0)

Reproducible devices:
----------, Huawei - (ELS-NX9), Android 10, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00264, Samsung Galaxy S10+ (SM-G975F), Android 10, CPU: NOT FOUND, GPU: Mali-G76
iPhone 12 (iOS 14.1)
iPad Pro 12.9 1st gen (iOS 13.4.1)

Not Reproducible devices:
VLNQA00279, Samsung Galaxy S10+ (SM-G975U), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640

Notes:
- Reproduces with Vulkan and OpenGles3
- Does not reproduce with Windows Standalone

  1. Resolution Note:

    This line causes the results of the pass to never be stored to the render target because of a wrong store action:
    buffer.SetRenderTarget(renderBufferID, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);

    RenderBufferStoreAction.DontCare tells to the device to never write back to memory the contents of the render target, this setting only affects mobile TBDR GPUs and this explains why the issue is not reproducible on desktop standalone or editor.

    To fix it please make sure the results are stored in the render target by using the RenderBufferStoreAction.Store action.

    the correct code then should be:
    buffer.SetRenderTarget(renderBufferID, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);

    In general please pay extra attention to the Load and Store actions when targeting mobile hardware because they specify to the device what to do with the results of a specific pass (i.e. store in memory or completely discard)

    for more info:
    https://docs.unity3d.com/ScriptReference/Rendering.RenderBufferLoadAction.html
    https://docs.unity3d.com/ScriptReference/Rendering.RenderBufferStoreAction.html

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