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Fixed in 5.4.0
Votes
53
Found in
4.5.0f6
Issue ID
614619
Regression
No
[Deferred] ReRGrabPass will stop camera rendering while rendering option is set to deferred
1. Open attached project
2. Open scene "BUG"
3. Press play
4. Press "en/disable cube" and main camera works well
5. Turn on second camera(Don't Clear flag) with "en/disable secondCamera"
6. Press "en/disable cube" when cube is disabled main camera will stop rendering.
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chingwa
Aug 15, 2015 19:51
I first noticed this problem in Unity 3.5.... it's been YEARS with no fix. I think this is simply not a bug but an issue inherent with Unity's render pipeline.
ArenMook
Jul 13, 2015 15:15
P.S. The detailed bug report is #711787.
ArenMook
Jul 13, 2015 15:09
This is a superbly annoying bug, but it's only the tip of the iceberg. There is currently no way to get HDR to work with a multi-camera setup if you also need to use refractive materials that utilize GrabPass. I'll submit a more detailed bug report with 6 different scenes showing 4 different bugs all related to this. The worst part is that deferred and forward rendering are all broken, and in different ways!
Zaddo67
Jul 07, 2015 10:56
Still a problem in 5.1.1f1
More info found here:
http://forum.unity3d.com/threads/grabpass-problems-when-using-multiple-cameras.167676/#post-2192650
hoesterey
Mar 17, 2015 18:07
Really hope this bug is fixed soon. It has been quite some time with no movement.
varfare
Jan 16, 2015 13:06
I have the same problem. It completely break multi-camera setup in deferred rendering. It is really important for AA game developers to fix this problem! Because of that we can't use grabpass in out shaders which is a basis of refraction&water. With this bug we have to choose between using image effect and having grabpass shaders...