Search Issue Tracker

By Design

Votes

0

Found in

2022.2.0b3

Issue ID

UUM-2740

Regression

No

Blit to Backbuffer fails when switching camera.targetTexture mid-frame

--

-

Reproduction steps:
1. Open attached Project
2. Press Play
3. Press Blit To Back
4. Build and Run
5. Press Blit to Back

Expected result: The Behaviour is the same
Actual result: The Editor fails to Render, while the Player successfully Renders

Reproducible with: 2020.3.14f1, 2021.1.16f1, 2021.2.0b4, 2022.1.0a3
Could not test with: 2019.4 (Compiler errors)

Notes:
DirectX or Vulkan fail to render in both the Player and Editor
OpenGL works in the Player
Rendering works if the Scene starts with Blit To Back, instead of Switching to Blit To Back after being started (This can be changed on the Script on the Main Camera)

  1. Resolution Note:

    This seems to be user error

    private void OnPostRender()
    {
    m_camera.targetTexture = null;

    switch (Test)
    {
    case TestType.BlitToBackBuffer:
    Graphics.Blit(m_RT, dest: null);
    m_camera.targetTexture = m_RT;
    break;
    }
    }

    This code leads to the camera always having the target texture set to m_RT except for a very brief function between the start of OnPostRender and the m_camera.targetTexture = m_RT;

    This can be validated by for example logging targetTexture in the onupdate
    Debug.LogError("Target tex: " + ((m_camera.targetTexture == null) ? "null" : m_camera.targetTexture.name)); logs null first then RT when "Blit to Back" is pressed.

    The editor correctly informs the user that there are no active cameras rendering to the screen.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.