Search Issue Tracker
By Design
Votes
1
Found in
5.4.1f1
Issue ID
836103
Regression
No
CommandBuffer.Blit does not produce the same result as Graphics.Blit
Reproduction steps:
1. Open the project
2. Open the "Test_CommandBufferBlit" scene
3. Play the scene and notice the gray screen
4. Open the "Test_GraphicsBlit" scene
5. Play the scene
Actual result: CommandBuffer.Blit and Graphics.Blit produces different result (image attached)
Expected result: CommandBuffer.Blit and Graphics.Blit produces the same result (image attached)
Reproduced on: 5.5.0b6, 5.4.1p3,
Shaders are not working correctly on 5.3 and 5.2 versions.
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
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Resolution Note:
From user's code we can see that the script doing Graphics.Blit also set the Camera.targetTexture. But in commandbuffer one, the user didn't do that, and that's why the depth/stencil contents get lost.