Search Issue Tracker
Fixed
Votes
1
Found in
5.4.0f3
Issue ID
826203
Regression
No
Command buffer with texture array will not render 3rd pass
Command buffer attached to the main camera, creates a temporary render target from a texture array in the provided shader.
The first pass renders a flat color, from green to yellow, to each of the texture array slices. The second pass renders them adding a constant blue color, the last one should be white (yellow + blue), but that is not happening.
Repro steps:
1. Open my attached project.
2. Play TexArrays scene.
Notice that color rendered to screen is blue.
Expected result: screen is white
Actual result: screen is blue
Reproduced on: 5.4.0f1, 5.5.0b2
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 when D3D12RenderPass::SetupDeviceResources when opening FBX animation preview
- Serialization errors are thrown when "com.unity.render-pipelines.core" is added as a custom package and Graphics window is opened
- Character Joints unexpectedly rotate when a ragdoll is created using the Ragdoll Wizard
- Crash on GfxDeviceD3D11Base::DrawBuffersBatchMode when rendering the Scene view
- The shared EditorBuildSettings.asset file of symlinked projects is not updated when changing the order of the Scenes in Build Settings in one of the projects
Add comment