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
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
- White lighting artifact when a point light with a small emission range and "Hard Shadows" touches an object while a directional light with "Soft Shadows" and another point light are present
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
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);
}