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Won't Fix
Votes
25
Found in
2019.4.32f1
2020.3.23f1
2021.2.3f1
2022.1.0a15
Issue ID
UUM-2631
Regression
No
[URP] Reflection Probe is black after baking when using the Blit Renderer Feature
Reproduction steps:
1. Open the 'ReflectionProbeTest' project
2. Open the SampleScene
3. Add a new Reflection Probe into the Scene
4. Bake the Reflection Probe
Expected result: the Reflection Probe reflects the skybox
Actual result: the Reflection Probe is black
Reproducible with: 7.7.1 (2019.4.32f1), 10.8.0 (2020.3.23f1), 12.1.1 (2021.2.3f1), 13.1.0 (2022.1.0a15)
Note: to reproduce the issue the 'Blit' Renderer Feature in the Universal Renderer has to be enabled and the 'Event' setting has to be set to one of those modes: 'After Rendering Skybox', 'Before Rendering Transparents', 'After Rendering Transparents', 'Before Rendering Post Processing', 'After Rendering Post Processing', 'After Rendering'
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primaerfunktion
May 04, 2023 10:23
Still running into this
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Fernando-Ferreira
Dec 14, 2022 20:24
Also happening with Unity URP Sample blit render feature in Unity 2021.3.12f1
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Domtav
Jul 11, 2022 07:53
When will this problem be fixed? Is his correction only planned?
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Cyron_
Dec 04, 2021 12:44
To add to this, the reflection probe also turns black when set to realtime.
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Resolution Note:
The issue is complaining about the blit sample meant for Unity 2020.1 https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/release/2020.1/Assets/Scripts/Runtime/RenderPasses/Blit.cs (the blit sample is not available on the 'master' branch)
As stated in this repo's description it is no longer maintained and the samples there will not be updated. For more up to date blit examples in URP see the following pages in the URP package docs:
- "Blit in XR" for Unity version 2021.3-2022.1
- "Blit overview" for Unity version 2022.2 - 2023.2
However, if you are trying to use the old blit sample in 2021.3, you will need to fix some issues. Concretely you will need to:
1) Move the call to 'renderer.cameraColorTarget' out of the 'AddRenderPasses' method of the Blit renderer feature defined in 'Blit.cs' and call it directly from the 'BlitPass.Execute' method defined in 'BlitPass.cs' (as it's only valid to call 'cameraColorTarget' inside of a 'ScriptableRenderPass')
2) Make sure the user assigned material's shader is not doing depth testing or backface culling (as these will not be disabled for your shaders automatically and can cause rendering to fail - e.g. black reflection probes). So 'DepthTest' should be set to 'Always' and 'Cull' should be set to 'Off'
3) Optionally, if you wish you can also skip reflection probe rendering for the blit feature entirely by avoiding calling 'EnqueuePass' in 'AddRenderPasses' when 'renderingData.cameraData.cameraType == CameraType.Reflection'