Search Issue Tracker
By Design
Votes
5
Found in
5.2.0b5
Issue ID
716903
Regression
No
[CommandBuffer] CommandBuffer.Blit(Texture2D.blackTexture, BuiltinRenderTextureType.GBuffer3) fails when HDR is enabled
Reproduction steps:
1. Open attached project
2. Open scene "repro"
3. Look at the game view
4. Observe difference between LDR and HDR cameras
5. Warning in the console: CommandBuffer: built-in render texture type 13 not found while executing Unnamed command buffer (Blit destination)
Comments (2)
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
- Resources.UnloadUnusedAssets() freezes the Editor when releasing Mesh objects
- 16-bit Sprite Textures have a banding effect and loss of data when packing into Variant Sprite Atlas
- HDRP Cluster artifacts when having more than 100 lights
- ParticleCollisionEvent.intersection generates extremely high values when particles collide while in Play Mode
- Custom attributes are not properly converted to subgraphs
jpfranssen
Feb 02, 2016 13:57
Ok never mind, the code above looked like it worked but unfortunately it did not... :(
jpfranssen
Feb 02, 2016 13:51
Well basically this texture is not created when in HDR mode, as documentation says:
"Note that when the camera is using HDR rendering, then there’s no separate render target being created for Emission+lighting buffer (RT3); instead the render target that the camera will render into (i.e. the one that will be passed to the image effects) is used as RT3."
This seems to produce the correct result...
if(m_camera.hdr)
{
m_cmdb_copyGbuffer.Blit(BuiltinRenderTextureType.CameraTarget, RT3_ID);
}
else
{
m_cmdb_copyGbuffer.Blit(BuiltinRenderTextureType.GBuffer3, RT3_ID);
}