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
- Performance Markers Search window shows an empty entry in the list
- Enabling Deep Profiling in Performance Markers Search window breaks Inspector panel buttons when navigating through the marker items
- Dragging selector from selector row background shows preview but does not apply class in UI Builder
- An "InvalidOperationException" error is thrown when TryRemoveItem is used with rebuildTree set to false
- Build fails with IL2CPP error when building on Android platform in a specific project
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);
}