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By Design
By Design in 6000.0.X
Votes
2
Found in
2021.3.31f1
2022.3.10f1
2023.1.16f1
2023.2.0b12
2023.3.0a8
6000.0.0b11
Issue ID
UUM-52680
Regression
No
Bloom is rendered incorrectly when using Camera.Render() on a RenderTexture
How to reproduce:
1. Open the user-attached project “TestPostProcessing”
2. Open the “SampleScene” scene
3. In the upper menu click Tools → Snapshot
4. Go to the AppData/LocalLow/DefaultCompany/TestPostProcessing/Test
5. Open the .png file and compare it to the Editor Game View
Expected result: The bloom is the same in the .png and the Game View
Actual result: The bloom in the .png is rendered differently
Reproducible with: 2021.3.31f1, 2022.3.10f1, 2023.1.16f1, 2023.2.0b12, 2023.3.0a8
Reproducible on: Windows 11 Pro
Not reproducible on: No other environment tested
Comments (1)
-
avea_autolegends
Oct 09, 2023 20:44
This issue seems to be reproducible regardless of which bloom solution is in use, be it the built in URP bloom, or an asset to do bloom such as MK Glow.
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Resolution Note:
The issue is in the format of the RenderTexture, as URP would use it to allocate internal buffers instead of default LDR/HDR formats specified in the pipeline asset. Camera.Render() does not contribute to this as the same happens if an RGBA32 texture is set as camera Output Target and the camera is let to render normally as part of the frame. A workaround would be to use DefaultFormat.HDR when creating a RenderTexture.
Resolution Note (6000.0.X):
The issue is in the format of the RenderTexture, as URP would use it to allocate internal buffers instead of default LDR/HDR formats specified in the pipeline asset. Camera.Render() does not contribute to this as the same happens if an RGBA32 texture is set as camera Output Target and the camera is let to render normally as part of the frame. A workaround would be to use DefaultFormat.HDR when creating a RenderTexture.