Search Issue Tracker
By Design
By Design in 2022.2.X
Votes
0
Found in
2022.2.0b1
Issue ID
UUM-7963
Regression
No
Renderer Feature does not work in Edit Mode for materials created in "OnCameraSetup" using "CoreUtils.CreateEngineMaterial"
How to reproduce:
1. Open project “Bug.zip”
2. Open “Rotoscope” Scene (Assets > Files > Rotoscope)
3. In the Project window select “ForwardRenderer.asset” (Assets > Settings > ForwardRendering)
4. Press the “Add Renderer Feature” button and select “Rotoscope Feature”
5. Observe the Scene view
Expected result: Scene view is changed
Actual result: Scene view is not changed
Reproducible with: 10.9.0 (2020.3.36f1), 12.1.7 (2021.3.6f1), 13.1.8 (2022.1.8f1), 14.0.3 (2022.2.0a19), 15.0.0 (2023.1.0a2)
Reproduced on: macOS 12.4 (Intel)
Note: Renderer Feature does execute in Scene view if the same material is created from the Render Feature's create method
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
See documentation for ExecuteCommandBuffer: https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.ExecuteCommandBuffer.html
The command buffers are executed on ScriptableRenderContext.Submit which is after the OnCameraCleanup. This causes the material to be destroyed before being used. If you don't remove the material it will render as expected.
Resolution Note (2022.2.X):
See documentation for ExecuteCommandBuffer: https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.ExecuteCommandBuffer.html
The command buffers are executed on ScriptableRenderContext.Submit which is after the OnCameraCleanup. This causes the material to be destroyed before being used. If you don't remove the material it will render as expected.