Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2018.3.0a1
2019.1.0a1
Issue ID
1111663
Regression
No
CommandBuffer.Blit will not show unless Graphics.Blit is also executed as an override
Steps to reproduce:
1. Download and open the attached project
2. Enter Play mode
3. Press the on-screen buttons
Expected result: there shouldn't be a need for an additional Graphics.Blit to blit a CommandBuffer
Actual result: CommandBuffer only blits if Graphics.Blit is also executed
Reproduced on 2017.4.0f1, 2018.3.2f1, 2019.1.0a13
Notes:
- the onscreen buttons enable/disable a script with Graphics.Blit in it
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:
The backbuffer does not point to a RenderTexture when in Forward rendering. Use framedebugger to help to find out why. And do this to make sure back buffer has a texture:
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination);
}