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Feature Request
Votes
0
Found in
6000.3.0b4
6000.4.0a1
Issue ID
UUM-121495
Regression
Yes
RenderTexture data is not rendered when using a custom render pass
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Examples/UIToolkitBlurredBackgroundDemo.unity” Scene
3. Enter the Play Mode
4. Observe the Game view
Expected result: Blurred Background on the right is rendered as well as on the left
Actual result: Blurred Background on the right is rendered, and on the left is not
Reproducible with: 6000.3.0a1, 6000.3.0b4, 6000.4.0a1
Not reproducible with: 6000.2.6f1, 6000.2.0b2
Could not test with: 6000.0.58f1 (ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.)
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Notes:
- The Frame Debugger does list some unlabelled render passes happening right at the start of each frame. Also, not sure if related, but it seems clear-color is now listed as a separate pass
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Resolution Note:
The rendering of elements with filters is currently done before the rendering of the cameras, which means that the render pass result won't be yet available for the filtered elements.
We have a future feature which involves integrating the rendering of filters with render graph. Once done, the result of a custom pass could be integrated with the filtered elements.
Short-term, a workaround for you would be to use the previous frame blurred scene instead of the current frame. This has the downside of being one-frame-late, of course. But this may be acceptable for a background blur effect.