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By Design
By Design in 2023.1.X
Votes
0
Found in
2020.3.36f1
2021.3.5f1
2022.1.8f1
2022.2.0a18
2023.1.0a2
Issue ID
UUM-8737
Regression
No
URP Custom Render Pass renders black in build when using OpenGLCore Graphics API
How to reproduce:
1. Open project "1423625_opengl-2021.3 (2).zip"
2. Press Edit -> Project Settings -> Player -> Other Settings
3. Disable "Auto Graphics API for Windows"
4. Choose OpenGlCore as Graphics API
5. Press File -> Build And Run
Expected result: the screen is rendered red
Actual result: the screen is rendered black
Reproducible with: 2020.3.36f1, 2021.3.5f1, 2022.1.8f1, 2022.2.0a18, 2023.1.0a2
Reproducible on: Windows 10 Pro
Note: issue doesn't appear when using Direct3D11 Graphics API
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Resolution Note:
In the custom render pass a Temporary RT is used and never cleared: https://docs.unity3d.com/ScriptReference/RenderTexture.GetTemporary.html
As the documentation says you can't rely on the previous contents of the RT. And because a custom shader is used for the blit (that has depth testing enabled) it does not pass the depth test only on OpenGL. https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
I would recommend disabling depth testing in the custom shader or clearing the temporary RT.
Resolution Note (2023.1.X):
In the custom render pass a Temporary RT is used and never cleared: https://docs.unity3d.com/ScriptReference/RenderTexture.GetTemporary.html
As the documentation says you can't rely on the previous contents of the RT. And because a custom shader is used for the blit (that has depth testing enabled) it does not pass the depth test only on OpenGL. https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
I would recommend disabling depth testing in the custom shader or clearing the temporary RT.