Search Issue Tracker
Fixed
Fixed in 6000.0.29f1, 6000.1.0a2
Votes
0
Found in
6000.0.3f1
Issue ID
UUM-72239
Regression
No
[URP][RG] Fullscreen blit is not working when Render Graph is enabled
How to reproduce:
Open the attached project "URPDOFIssue-6000.0.zip"
Expected results: The Game view window is the same as the Scene view
Actual results: The Game view window is black
Reproducible with: 6000.0.3f1
Could not test with: 2021.3.38f1, 2022.3.30f1 (Render Graph not available)
Reproducible on: Windows 10 22H2
Not reproducible on: No other environment tested
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
- Addressables.CheckForCatalogUpdates() always returns 0 when "Only update catalogs manually" is enabled
- VFX Graph forces a lengthy recompilation freeze when exiting Play Mode with a cloned Render Pipeline asset
- Project Auditor's "Install Rules" button has to be pressed twice to proceed when any compilation error in the Editor is present
- Crash on Scripting::UnityEngine::SubsystemManagerProxy::ClearSubsystems when adding a Mesh Collider Component to a GameObject
- ScrollView clips content when under an ancestor that has a filter set
Resolution Note:
This port is postponed until we are tasked to do forward porting to this branch.
Resolution Note (fix version 6000.1.0a2):
Normally MSAA is "auto" resolved when new rendertargets are set. This means that texture samples from the resolved buffer will work. However this behaviour was bugged as the renderpass api did not this "on rendertarget changed" behaviour.
The fix introduces correctly handling this case, by resolving rendertargets before a renderpass is started.