Search Issue Tracker
By Design
Votes
0
Found in
6000.0.51f1
6000.1.7f1
6000.2.0b5
Issue ID
UUM-110061
Regression
No
Post processing effects do not work when an Overlay Camera is enabled in the Camera Stack
How to reproduce:
1. Open the attached “IN-104042” project
2. Open the “SampleScene” Scene
3. Enter Play mode
4. Click the Buttons “Enable drawings” and “Disable drawings”
5. Observe the result
Expected result: The orange overlay remains on the sphere
Actual result: The orange overlay disappears when drawings are enabled
Reproducible with: 6000.0.29f1, 6000.0.51f1, 6000.1.7f1, 6000.2.0b5
Not reproducible with: 2022.3.63f1
Could not test with: 2023.1.0a1 (Could not clear namespace errors from PrimalBlit.cs ), 6000.0.28f1 (Screen goes black with this message in the Console: “Missing types referenced from component UniversalRenderPipelineGlobalSettings on game object UniversalRenderPipelineGlobalSettings”)
Reproduced on: Windows 11
Not reproduced on: No other environment tested
Notes:
- Also reproducible in Player
- The project for 2022 and Unity6 are structured differently because of the Render Graph implementation
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
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Resolution Note:
Unfortunately, this behavior is by design, as each camera owns its own RenderGraph context and therefore does not share TextureHandles.
To work around this limitation, you can blit the destination texture back to the initial source texture within your Camera Stack setup. For example:
```
RenderGraphUtils.BlitMaterialParameters para = new(source, destination, m_BlitMaterial, 0);
renderGraph.AddBlitPass(para, passName: m_PassName);
var isSingleCamera = cameraData.resolveFinalTarget && cameraData.renderType == CameraRenderType.Base;
if (!isSingleCamera)
renderGraph.AddBlitPass(destination, source, Vector2.one, Vector2.zero);
resourceData.cameraColor = destination;
```
So when the overlay camera imports the previously used RTHandle (e.g. CameraTargetAttachmentA), your post-processing changes from the base camera will be conserved and reused.