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SetTargetBuffers plus RenderTextures don't work with deferred shading

Graphics - General


When using SetTargetBuffers on a camera to render to a RenderTexture, rendering only works if the camera is not using the DeferredShading render path

How to reproduce:

1. Open attached project and "MainScene"
2. Set the "Deferred Shading" checkbox on the "Problem Camera Controller" script on the gameobject "ProblemCamera"
3. Press play

Expected behavior: Camera rendering works
Actual behavior: Game view window is all blue on Mac and random color on Windows

Reproducible: 5.3.7p3, 5.4.4p1, 5.5.0p4, 5.6.0b3

Comments (1)

  1. sbsmith

    Dec 01, 2017 00:46

    This is still present in 2017.2

    If you set a camera's targetTexture it will only draw colour and not depth. In the frame debugger you will see the correct target name as the render target. If you use SetTargetBuffers, it will not write anything to the RenderTexture. In the frame debugger you will see the name "No name" as the render target. Any combination of the two will result in either one of the undesired behaviours, but never what you want.

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