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Votes
0
Found in
2019.4
2019.4.20f1
2021.1
2021.2
Issue ID
1317795
Regression
No
ScalableBufferManager affects Cameras when they have dynamic resolution option disabled
Steps to reproduce:
1. Open the user's attached project "BugReportScalableFrameBuffer.zip"
2. Open SampleScene
3. Build Android version
4. In the top left corner hit the minus button multiple times to lower the Scale effect
Expected Results: UI on the right side(Emojis) of the screen should be unaffected
Actual results: UI on the right side(Emojis) are effected
Reproducible with: 2019.4.22f1, 2020.3.2f1, 2021.1.1f1, 2021.2.0a10
Unable to test with: 2018.4.31f1 due to project breaking
Note:
- The issue reproduces with DirectX12 in the editor and standalone Build
- This issue reproduces with Android Vulkan
- This issue reproduces with Metal on the editor and the build
- OpenGles2 and OpenGles3 does not support ScalableBufferManager
- ScalableBufferManager doesn't work with Directx 11 with build and editor
- ScalableBufferManager doesn't work with Vulkan with editor and Standalone
- User has attached a good quality video of the problem
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Resolution Note:
The use case in the bug description cannot work, because two cameras (Main and UI) are rendering to the same render target (Game View render target), but have conflicting settings on dynamic resolution. The dynamic resolution is a property of the render target, not the camera. The render target cannot be simultaneously using dynamic resolution and not using it. Our documentation could be improved to make this clear.
To achieve the desired results in the test case, the "Target Texture" in the Camera-component of the UI-camera can be set to a separate Render Texture. That Render Texture can then be blitted on top of the game view.