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By Design

Votes

0

Found in [Package]

10.1.0-preview.7

Issue ID

1269325

Regression

No

[SRP] Using Graphics.Blit() to set a Render Texture generated by Compute Shader as Camera's Target Texture breaks Scene view

Package: Scriptable Render Pipeline Core

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How to reproduce:
1. Create a URP template project
2. Import the attached unitypackage file named "Code_1269325"
3. Add the FractalMaster script to the Main camera and assign Fractal CS to the "Fractal Shader" field. Reference the same camera in the "Cam" field
4. Switch to the Scene view

Expected result: The fractal is rendered to the render texture which is then rendered in the Camera preview window
Actual result: Render texture is rendered on the Opposite side of the Scene window. A black bar is rendered at the top of the Scene view covering most of the window controls

Reproducible with: 2019.4.8f1(7.0.0, 7.4.3), 2020.1.3f1(8.2.0), 2020.2.0a21(10.0.0-preview.26, 10.1.0-preview.7)
Could not test with: 2018.4.26f1(URP was not yet available)

Notes:
1. Graphics APIs tested: D3D11, D3D12, Vulkan, OpenGLCore
2. Reproducible with URP and HDRP

  1. Resolution Note:

    The functionality is by design

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