Search Issue Tracker
By Design
Votes
1
Found in [Package]
Issue ID
1039152
Regression
No
SRP Lightweight render shows black screen when render scale is not close to 1 with differing HDR settings between cameras
Reproduction steps:
1. Open the attached "Stripped_1039152" project.
2. Open the "HDR and renenderscale bug" scene.
Actual behavior:
- Game view is black with a white text.
- Camera (Main Camera) with HDR enabled is drawn black.
Workarounds:
- Select "LightweightAsset" in the Project View and set Render Scale slider close to 1.
- Enable HDR for "Canvas > HUD CAMERA".
Reproduced with:
2018.3.0a1, 2018.2.0b4, 2018.1.1f1, 2018.1.0a1
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
- TransformAccessArray.Add behaves differently when the argument is null and the argument is an int
- [iOS] App crashes when trying to use WebCamTexture depth data on back triple camera
- [Mobile] Only second base Camera out of two base Cameras with priority 1 and -1 is rendered in the Player
- Highlighter.Highlight does not find window when using class name as window title
- Highlighter.Highlight highlights a different component when multiple components have the same property path
Resolution Note:
LWRP does not support Screen Space - Camera mode. We will remove this option from UI when LWRP is enabled. The alternative is to use Screen Space - Overlay or World Space camera.
By using a second camera to render your UI you have extra culling cost, camera state setup and bandwidth cost by writing and reading more memory. If a second camera depends on the result of a previous one, the camera render target has to be initialized by reading external memory to GPU, this is especially troublesome in mobile as external reads from GPU memory consume power and therefore can cause device to overheat.