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By Design
By Design in 2021.3.X
Votes
4
Found in
2021.3.30f1
Issue ID
UUM-53117
Regression
No
No skybox when rendering with CustomPassUtils.RenderFromCamera
How to reproduce:
1. Download and open the attached project
2. Open the "StarterAssets/ThirdPersonController/Scenes/Playground.unity" scene
3. Enter Play mode
Expected result: Camera view rendered to a texture looks the same as normal Camera view.
Actual result: Camera view rendered to a texture is missing a skybox.
Reproducible with: 2021.3.30f1 (HDRP 12.1.12), 2022.3.10f1 (HDRP 14.0.8), 2023.1.15f1 (HDRP 15.0.6), 2023.2.0b11 (HDRP 16.0.3), 2023.3.0a7 (HDRP 17.0.0)
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Resolution Note:
We are closing this due to the behavior being by design.
CustomPassUtils.RenderFromCamera only renders objects from a certain view point, this is intended to be used to render objects efficiently from another view in a game (for example for a minimap, FPS foreground layer, etc.). It is not intended to be used as a full render pipeline invocation (and thus why there is no sky pass).
For a full render-pipeline invocation, there are alternative methods, such as using the `Target Texture` output option on a camera. Or, you could still use CustomPassUtils.RenderFromCamera but manually draw a skybox (this is done by using a sphere/cube geometry paired with a shader that projects it to the far plane and computes the skybox color result).
Resolution Note (2021.3.X):
We are closing this due to the behavior being by design.
CustomPassUtils.RenderFromCamera only renders objects from a certain view point, this is intended to be used to render objects efficiently from another view in a game (for example for a minimap, FPS foreground layer, etc.). It is not intended to be used as a full render pipeline invocation (and thus why there is no sky pass).
For a full render-pipeline invocation, there are alternative methods, such as using the `Target Texture` output option on a camera. Or, you could still use CustomPassUtils.RenderFromCamera but manually draw a skybox (this is done by using a sphere/cube geometry paired with a shader that projects it to the far plane and computes the skybox color result).