Search Issue Tracker
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
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
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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Resolution Note:
The functionality is by design