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Fixed in 8.0.0



Found in [Package]


Issue ID




[LWRP] When using a ScriptableRendererFeature with the LWRP unnesesary Final Blit Pass is done

Package: Scriptable Render Pipeline Lightweight


Steps to reproduce:
1. Download and open "SampleScene" scene
2. Enter play mode
3. Open Frame Debugger
4. Notice that there isn't a Final Blit Pass during rendering
5. Change Renderer Type to Custom renderer -> Custom Forward Renderer
6. Enter play mode
7. Notice that there is a Final Blit Pass during rendering

Expected results: When using ScriptableRendererFeature there should not be any blit done
Actual results: When using ScriptableRendererFeature unnecessary Final Blit Pass is done

Reproduced with: 2019.3.0a5, 2019.2.0b4, 2019.1.4f1
Reproduced with package versions: 6.5.3, 5.13.0

  1. Resolution Note (fix version 8.0.0):

    Fixed with 2020.1.0b1 (8.0.1)

Comments (3)

  1. rustinlee

    Apr 13, 2021 16:43

    Still present in URP 10.4.0 on Unity 2020.3.3f1.

    See ForwardRenderer.cs line 276:
    var createColorTexture = rendererFeatures.Count != 0 && !isPreviewCamera;

  2. JohnnyBextor

    Oct 23, 2019 02:15

    Still reproduced in 6.9.0 LWRP. Unity 2019.2.6f1

  3. Petur-Aldin

    Aug 06, 2019 11:30

    This is still an issue in 5.16.1.

    It can be "fixed" by removing a line in the LWRP/Runtime/RenderFeatures/ForwardRenderer.Setup() method.

    (Line 117-118, in 5.16.1)
    bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor) || rendererFeatures.Count != 0;

    Removing the "|| rendererFeatures.Count != 0" makes it not create a color texture and so no final blit pass. I didn't find any problems removing this line.

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