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
- Editor crashes on StoredGraphicsBuffer::GetGfxBufferID when VFX Graph property is modified during Play Mode and Application.targetFrameRate is used to limit FPS
- Crash on NVAPI_Thunk when changing Player resolution while HDR display is used and Direct3D12 is set as the graphics API
- Only one out of multiple cameras is shown in the Play Mode while HDR display is used and Direct3D12 is set as the graphics API
- The "Paste Component as New" option is incorrectly displayed as active despite the action being prohibited
- "TLS Allocator ALLOC_TEMP_TLS" errors are thrown when unsuccessfully importing an FBX file
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)