Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2019.4.X, 2020.3.X
Votes
0
Found in
2019.4
2019.4.10f1
2020.2
Issue ID
1278604
Regression
No
Cannot use custom materials when CommandBuffer blitting from CameraTarget into RenderTexture
How to reproduce:
1. Open the user's attached project from "commandBufferCameraBlitTest.zip"
2. See in Game View the cyan color because the RenderTexture is set to UnityWhite
3. Double-click "CommandBufferSetter" script in Assets
4. Comment out the first line, so it appears as "//#define broken"
5. It is now not using a custom material
Expected result: Using custom material acts the same as the default material
Actual result: Using custom material sets texture to UnityWhite
Reproducible with: 2018.4.27f1, 2019.4.11f, 2020.1.6f, 2020.2.0b3
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
- Crash on BurstCompilerService::CompileAsync when opening a specific project
- [Android] Particles aren't rendered when the shader "Particle/Standard Unlit" or "Particles/Standard Surface" is used on a Material
- Crash on nvoglv64.dll when opening a project
- [RenderGraph] [CameraStacking] Passes are failing when CameraStacking and RG are enabled
- Physics and Raycast have different behavior when enum is exposed in the Editor
Resolution Note (fix version 2020.2):
Fixed in version: 2021.1.0a7.1240
Resolution Note (fix version 2020.3):
Fixed in 2020.3.6f1
Resolution Note (fix version 2019.4):
Fixed in version 2019.4.21f1