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Fixed in 2.1.8
Found in [Package]
[PostProcessing] Is rendered at full resolution when using Dynamic Resolution (via the ScalableBufferManager)
1. Open attached project "case_1154796-Dynamic_Resolution.zip"
2. Build for iOS
3. Deploy the Xcode project to iOS device
4. After the project is loaded in Xcode menu bar press Debug > Capture GPU Frame
5. On the left menu list select "CommandBuffer..."
6. Observe as post-processing passes are rendered at full resolution and opaque passes are at a lower resolution (see Screenshot 2019-07-12 at 16.50.15.png)
Expected: post-processing is rendered at the same resolution as opaque
Actual: post-processing is always rendered at full resolution
2018.3.0b10 2018.4.4f1 2019.1.10f1 2019.2.0b10
Device reproduces on:
iPad Air 2 iOS 12.0.1
- Trying to capture GPU frame on iPhone 7 Plus iOS 12.0 getting time out errors in the Xcode
- The button to take GPU capture is not available after building with 2019.3.0a9
- Packages errors in 2018.3.0b9 and earlier
- There are no packages in 2017.4
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Sprite Preview is broken when the Sprite is too tall or too wide
- Objects are invisible in Scene view when using Wireframe Shading Mode
- The property of a component becomes read-only when it is bound to "PropertyStreamHandle"
- Physics.Raycast does not work when used on the whole model
- Shader Graph changes the Position of Prefab instances in Play mode
Resolution Note (fix version 2.1.8):
This has been fixed on Github and will be part of the 2.1.8 package release.