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Fixed in 2022.3.23f1
Fixed in 2022.3.X, 2023.2.X, 6000.0.X, 6000.0.0b14
Votes
0
Found in
2022.3.17f1
2023.2.6f1
2023.3.0b3
6000.0.0b11
Issue ID
UUM-61556
Regression
Yes
Shaders are not rendered properly after blitting in Player when creating a custom render pipeline based on URP
How to reproduce:
1. Open the attached “SRP_blit_issue” project
2. Open the “SampleScene” and enter Play Mode
3. Observe that the Game window displays an orange color
4. Build the project. From the toolbar, select File > Build Settings > Build (or Build And Run)
5. Open the built project and observe how the window now displays a light blue color
Expected result: The blit command is working correctly, screen appears orange
Actual result: The blit command is not working properly, the screen appears light blue
Reproducible in: 2022.3.5f1, 2022.3.17f1, 2023.2.6f1, 2023.3.0b3
Not reproducible in: 2021.3.34f1, 2022.3.4f1
Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environments tested
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Resolution Note (fix version 6000.0):
This behaviour is indeed intended since shaders that don't match the `renderPipelineShaderTag` of the use `RenderPipelineAsset` are stripped out of builds (which leads to the incosistent rendering behaviour). Overriding this property in `TestRenderPipelineAsset` to match "UniversalPipeline" fixes the issue and both the editors and builds render the same result.
Despite this, it's true we should be more explicit about this stripping behaviour, so we're going to be adding some warnings and improving the docs for this! Thanks for the report!
Resolution Note (fix version 2023.2):
This behaviour is indeed intended since shaders that don't match the `renderPipelineShaderTag` of the use `RenderPipelineAsset` are stripped out of builds (which leads to the incosistent rendering behaviour). Overriding this property in `TestRenderPipelineAsset` to match "UniversalPipeline" fixes the issue and both the editors and builds render the same result.
Despite this, it's true we should be more explicit about this stripping behaviour, so we're going to be adding some warnings and improving the docs for this! Thanks for the report!
Resolution Note (fix version 2022.3):
This behaviour is indeed intended since shaders that don't match the `renderPipelineShaderTag` of the use `RenderPipelineAsset` are stripped out of builds (which leads to the incosistent rendering behaviour). Overriding this property in `TestRenderPipelineAsset` to match "UniversalPipeline" fixes the issue and both the editors and builds render the same result.
Despite this, it's true we should be more explicit about this stripping behaviour, so we're going to be adding some warnings and improving the docs for this! Thanks for the report!