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Votes

1

Found in

6000.0.54f1

6000.1.13f1

6000.2.0b11

6000.3.0a3

Issue ID

UUM-112473

Regression

No

Trailing GameObject glitch is present when moving Camera and using Blitter.BlitTexture with stencil buffer

-

Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Open Scene view
4. In Hierarchy, select “Main Camera“ and click the “F” key to focus on the object in Scene view
5. Use right-click to look around in Scene view

Expected result: No trailing GameObject glitch exists
Actual result: Trailing GameObject glitch is present

Reproducible with: 6000.0.54f1, 6000.1.13f1, 6000.2.0b11, 6000.3.0a3
Could not test with: 2022.3.62f1 (Assets\BlitTest\RenderFeature\TestRenderFeature.cs(4,29): error CS0234: The type or namespace name 'RenderGraphModule' does not exist in the namespace 'UnityEngine.Rendering' (are you missing an assembly reference?))

Reproducible on:
Scene view
Play Mode
Windows Standalone Player

Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested

Note:
- Forum thread [https://discussions.unity.com/t/is-there-a-way-to-avoid-clearing-of-my-texture-on-blit-pass/1668413|https://discussions.unity.com/t/is-there-a-way-to-avoid-clearing-of-my-texture-on-blit-pass/1668413|smart-link]

  1. Resolution Note:

    There appear to be several issues with the project. First of all, when a "Load" action is expected (which appears to be the case based on the forum thread), the Render Graph needs to be told we still need the texture contents. This is done by specifying read access in addition to write access, using AccessFlags.ReadWrite.

    We also suggest using renderGraph.AddBlitPass to blit using Render Graph https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/api/UnityEngine.Rendering.RenderGraphModule.Util.RenderGraphUtils.html

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