Search Issue Tracker
Fixed in 2020.2.X
Votes
0
Found in
2018.4
2018.4.23f1
2020.2
Issue ID
1256612
Regression
No
Command Buffer Blit between active Render Texture into BGRA32 Render Texture is rendered black
How to reproduce:
1. Open the attached 'RenderTextureBlit.zip' project
2. Open 'SampleScene' Scene
3. Select 'ScreenCapture' GameObject in the Hierarchy
4. Deselect 'Render Direct' flag in the Inspector
5. Enter Play Mode
6. Double click on 'Debug RT' RenderTexture and observe that RT outputs screen
7. Exit Play Mode
8. Select 'Render Direct' flag in the Inspector
9. Enter Play Mode
10. Double click on 'Debug RT' RenderTexture
Expected result: Render Texture outputs screen
Actual result: Render Texture is black
Reproducible with: 2018.4.23f1, 2019.4.1f1, 2020.1.0b12, 2020.2.0a14
Notes:
- Using Command Buffer to Blit between current active target to BGRA32 RT results in black picture. However when Blit is done to Render Texture without specified format and then to BGRA32 RT everything works fine
- Bliting without command buffer works with both formats when done directly
- Blitting with command buffer works directly with ARGB32 but not RGBA32
- Blitting directly from active texture into intermediate RT with BGRA32 format works fine
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
- NullReferenceExceptions are being thrown when saving a ScriptableObject with an array of a type with a CustomPropertyDrawer that uses TrackPropertyValue
- Applied velocity is inconsistent when using Rigidbody AddForce() with ForceMode.VelocityChange
- Crash on AudioUtil_CUSTOM_HasAudioCallback when exiting Play Mode while the Inspector is displaying a GameObject with an empty script attached
- Scroll offset is framerate-dependent when scrolling with velocity in the Device Simulator
- "Object.FindObjectsOfType<T>() is obsolete" warning is thrown when using "Transitions Plus" asset
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0a19