Search Issue Tracker
Fixed in 10.1.0-preview.0 and 9.0.0-preview.57
Fixed in 10.1.0-preview.0
Votes
0
Found in [Package]
8.0.1
Issue ID
1232544
Regression
No
Multiple Clear (color+Z+stencil) frame buffer causing unnecessary bandwidth usage
How to reproduce:
1. Open SampleScene
2. In Assets, select Settings -> ForwardRenderer asset
3. Active the FrameDebugger and check the SetRenderTarget -> Clear(color+z+stencil) frame buffer
4. Add RendererConfig render feature in the ForwardRenderer Inspector
5. Active the FrameDebugger and check the SetRenderTarget -> Clear(color+z+stencil) frame buffer
Expected result: only one clear buffer is shown/done
Actual result: two clear buffers are shown/done
Reproducible with: 2019.3.9f1 (7.3.1), 2020.1.0b5 (8.0.1), 2020.2.0a5 (7.1.7, 8.0.1)
Could not test with: 2017.4, 2018.4 (package errors thrown in console window)
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
- VFX Graph link contrasts fail WCAG guidelines
- D3D12 PSO disk cache feature crashes if paths contain non-ASCII characters
- Different colors are present when Alpha channel is unclamped
- Visual Effects Forums link leads to generic Unity Forums
- The dithering node returns a blocky effect when the Render Scale is set to some values below 1
Resolution Note (fix version 10.1.0-preview.0 and 9.0.0-preview.57):
The following behaviour is happening because URP has an implicit logic to set the camera target as active by default when you don't configure target for your pass. Then, the pipeline clears on the first time the camera target is bound to apply camera background color / clear depth.
We are introducing API to allow a render pass to configure render target as `None`. This way, either you have to bind a valid camera target or set it to None for compute passes for instance.
Resolution Note (fix version 10.1.0-preview.0):
Fixed in - URP 8.3.1
Resolution Note (fix version 10.1.0-preview.0):
Fixed in URP 7.5.1