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Won't Fix
Votes
10
Found in
2022.3.18f1
2023.2.6f1
2023.3.0b3
6000.0.0b11
Issue ID
UUM-22444
Regression
Yes
Stacked camera is not rendering when using custom post effects is done in PreRender PostRender and Camera is not in HDR
How to reproduce:
1. Open the user’s attached “Built_In_PostFX_and_Camera_Stacking.zip” project
2. Make sure the camera output have HDR disabled (by default if Build Target is iOS, need to be changed in GraphicsSettings' Tier or the Camera if Build Target is Windows)
3. Enter Play Mode or deploy an app to the iOS device and observe the result
Expected result: “Camera Stacking!” text is visible
Actual result: “Camera Stacking!” text is not visible
Reproducible with: 2022.2.0a9, 2022.2.2f1, 2023.1.0a25
Not reproducible with: 2020.3.44f1, 2021.3.16f1, 2022.2.0a8
Reproduced on:
macOS 12.4 (Intel), Windows 10
VLNQA00494 - iPhone 14 Pro Max, 16.0.3 iOS
VLNQA00358 - iPhone 12, 14.1 iOS
VLNQA00392 - iPad (9th generation), 15.0 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 iOS
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AcidArrow
Feb 06, 2024 13:50
Any updates? It has been over a year.
-
KickBack
Apr 30, 2023 19:04
I'm not sure why this says iOS, I can also recreate the issue when setting the project to standalone, at least on a Silicon Mac.
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Resolution Note:
There are two issues with user's script code
1. CameraEvent.BeforeDepthTexture event is used to add command buffer. This is used only when Camera's depth texture used, and the usual case it is implicitly done is when cascaded shadows are used; since they are disabled on iOS by default, this never triggers (this can be confirmed by enabling cascaded shadows in iOS Graphics Tiers settings)
2. After the fix above, the rendering in Editor will still be broken. In Command Buffer Blit(rt, null) is used, but setting camera targetTexture to null does not guarantee we are rendering to the actual backbuffer, so the blit needs to be changed to
Blit(rt, BuiltinRenderTextureType.CurrentActive);