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Not Reproducible

Votes

15

Found in

5.5.0f3

Issue ID

870926

Regression

No

Crash in ImageFilters::Blit when Calling Graphics.Blit(destination, null)

Shaders

-

To reproduce:
1. Open attached project;
2. Open "shaderTest" scene;
3. Add "CameraShaderBehaviour" script to main camera;
4. Toggle "Use Buffer" field;
5. Enter play mode.

Expected result: Editor does not crash when buffer is used.
Actual result: Editor crashes when using a buffer.

Reproduced on versions: 5.4.0p3, 5.4.4p1, 5.5.0f3, 5.6.0b4, 5.6.0b9

Comments (9)

  1. 77fb4a3216f579b3c8def39df4594bce?d=mm

    Parvodeva

    Jul 09, 2019 06:47

    thanks

  2. 884ce92d8ce9d314c5c17117dbe9b1c6?d=mm

    Ashwink2

    May 09, 2019 09:25

    Thank you very much to this support https://restartwindows10.com/ because i need help to restart my windows 10 computer.

  3. A05ecc8d9b8b99151ebc9246299cba1a?d=mm

    Igniuss

    Mar 31, 2017 13:05

    For me this was caused by the PostProcessingBehaviour script from the new Post Processing Stack.

    More specifically this " [ImageEffectAllowedInSceneView] "
    Commenting this out completely fixed it on my project in 5.5.2f1

  4. D256f70d67ae3bbd928f88bd02050003?d=mm

    stereoinmotion

    Mar 21, 2017 12:05

    Same behaviour for us. Editor is working on first use after reimport all, after that always crashes once Graphics.Blit is called. It is really really tedious to perform a Reimport All every time the Editor is opened. For large projects like ours it takes more than 20min.

  5. 62e6574debc8ad8377a7a1b9a4063be3?d=mm

    nxrighthere

    Mar 19, 2017 15:29

    I have the same issue with 5.5.2p3.

  6. 21af8df3d60a672b3371a2b5bf2475de?d=mm

    DM-FullFat

    Mar 15, 2017 15:02

    Possible workaround:

    In the script using OnRenderImage method, add



    void Awake()
    
{
    YourMaterial.mainTexture = YourMaterial.mainTexture;

    }

    It doesn't crash if you access any of the material properties/variables before using it in Graphics.Blit(...).

  7. 6cf756d45ca21c4a0b38cd9c68dff46c?d=mm

    Zenix

    Mar 06, 2017 05:07

    My workaround was just to create my own method with the same signature that draws a fullscreen quad.

  8. 806c435d5009dc11107c51b88c01efac?d=mm

    tomekteyon

    Mar 03, 2017 11:07

    @andrew210 for me, was enough to reimport shader connected to material being used in Graphics.Blit method. And you have to do this after each editor run. Not ideal, but at least dont have to reimport all resources... Let's hope this will be fixed soon.

  9. 4deac6a3a5509fcc2289c92cf1c2d0b6?d=mm

    andrew210

    Mar 01, 2017 10:18

    Has there been any workaround found for this other than doing a "Reimport All"?

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