Search Issue Tracker
Won't Fix
Votes
8
Found in
5.3.3p2
Issue ID
775291
Regression
No
Graphics.Blit(renderTexture, null) doesn't blit to screen unless main camera target texture is null
Graphics.Blit(renderTexture, null) doesn't blit to screen unless main camera target texture is null
Documentation says that blitting render texture to a null render target will blit it to screen:
http://docs.unity3d.com/ScriptReference/Graphics.Blit.html
However, if you set Camera.main.targetTexture to a renderTexture, and then blit that render texture to "null" render target, it will complain that "Scene is missing a fullscreen camera". A workaround is to set Camera.main.targetTexture to null before doing the blit.
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
- Any small change in UI Builder Inspector refreshes Editor Inspector
- Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform
- [Android] "SHADOWS_SCREEN" set as shader Keyword when no "_ShadowMapTexture" is bound leads to freeze on a build on some Mali GPU devices
- The global scene list is overridden in a project built with command line when the Override Global Scene List setting is disabled in the build profile
- Global Scenes are not included in the Build when building multiple Build Profiles at the same time
MattRix
Oct 05, 2016 16:19
Note that even the workaround has issues, because any image effects on the camera will then get rendered at the full screen resolution rather than the targetTexture resolution, even if you set targetTexture to the proper texture again after the Blit. (this is probably a separate bug, but it's worth noting here)