Search Issue Tracker
Not Reproducible
Votes
15
Found in
5.5.0f3
Issue ID
870926
Regression
No
Crash in ImageFilters::Blit when Calling Graphics.Blit(destination, null)
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
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- GPU utilization increases by 20% on Meta Quest headsets when Render Graph is enabled on 6000.0.16f1 and higher
- Value on Slider (Int) control in UI Builder displays as default when saving UI Document
- Color mismatch in UI Builders Library panel when the Editors theme is set to Light Mode
- [Android ] "AndroidJNI.ToBooleanArray" returns a random non-zero value instead of "IntPtr.Zero" when the method argument is null
- Non-HDR color picker opens when selecting material color with HDR enabled
Parvodeva
Jul 09, 2019 06:47
thanks
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.
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
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.
nxrighthere
Mar 19, 2017 15:29
I have the same issue with 5.5.2p3.
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(...).
Zenix
Mar 06, 2017 05:07
My workaround was just to create my own method with the same signature that draws a fullscreen quad.
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.
andrew210
Mar 01, 2017 10:18
Has there been any workaround found for this other than doing a "Reimport All"?