Search Issue Tracker
By Design
Votes
4
Found in [Package]
12.0.0
Issue ID
1345202
Regression
No
[URP] Camera with "Dont Care" Background type doesn't uninitialize the previous frame by another Camera
Reproduction steps:
1. Open new URP project
2. In Editor Menu, select File -> New Scene, create a Basic (Built-in) scene
3. In Hierarchy window, create a "Cube" GameObject
4. Enter Play Mode
5. In Hierarchy window, create a "Camera" GameObject, select it
6. In Inspector window, set the Background Type to "Dont Care"
7. In Scene View, move the "Camera" GameObject around
8. In Scene View, observe Camera Preview
Expected result: The previous frames are uninitialized
Actual result: The previous frames are not uninitialized
Reproducible with: 10.5.0 (2020.3.14f1), 11.0.0 (2021.1.14f1), 12.0.0 (2021.2.0b1)
Could not test with: 2019.4.29f1 (URP 7.6.0 does not have Background Type functionality)
Notes:
1. In user's case, the issue also reproduces in Game View
2. Issue does not reproduce with 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
- Performance Markers Search window shows an empty entry in the list
- Enabling Deep Profiling in Performance Markers Search window breaks Inspector panel buttons when navigating through the marker items
- An "InvalidOperationException" error is thrown when TryRemoveItem is used with rebuildTree set to false
- Build fails with IL2CPP error when building on Android platform in a specific project
- Resize to Fit option for Import Activity window's Columns does nothing
Resolution Note:
This behavior is as intended. "Don't care / Uninitialized" means that the user does not care what is in the frame buffer at the beginning of the frame. Depending on the platform, this can result in either the previous frame being retained (as described here), or random data being in the frame buffer. This should only be used when the user either manually clears prior to rendering, or writes the entire screen prior to using depth or color (e.g. a fullscreen blit)