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Fixed in 10.0.0



Found in [Package]


Issue ID




[URP] CameraColorTarger is set to BuiltinRenderTextureType.CameraTarget without checking if there are any Renderer Features

Package: Scriptable Render Pipeline Universal


How to reproduce:
1. Open the attached project ""
2. Open the "Test" Scene
3. Observe the Game View

Expected result: GameObjects are not rendered black in the Game View
Actual result: GameObjects are rendered black in the Game View

Reproducible with: 2020.1.0b12 (8.0.1, 8.1.0), 2020.2.0a14 (8.1.0, 9.0.0-preview.14)
Not reproducible with: 2018.4.23f1 (4.10.0-preview), 2019.3.0f1 (7.1.5, 7.1.6), 2019.4.0f1 (7.3.1, 7.4.1)

- tested and reproduces with Vulkan, D3D11, D3D12, OpenGLCore, OpenGLES2 and OpenGLES3 graphics APIs
- tested and reproduces in both Player and Editor
- if CustomRenderPass.renderPassEvent is set to:
-- RenderPassEvent.AfterRendering / AfterRenderingPostProcessing / AfterRenderingTransparents / BeforeRenderingPostProcessing - Game View is displayed completely black
-- RenderPassEvent.AfterRenderingOpaques / BeforeRenderingSkybox - all GameObjects except the ones with Transparent material are displayed black
-- RenderPassEvent.AfterRenderingSkybox / BeforeRenderingTransparents - all Game View except the GameObjects with Transparent material are displayed black
the issue does not reproduce with other Render Pass Events

- if RequiresIntermediateColorTexture method returns false, the CameraColorTarget is set to BuiltinRenderTextureType.CameraTarget even if there are one or more Renderer Features in the project, however, RequiresIntermediateColorTexture will return true if features like Post-processing, Msaa, Opaque textures, or HDR are enabled, hence, enabling any of them will fix the issue

  1. Resolution Note (fix version 10.0.0):

    The issue was fixed and should no longer reproduce in Universal RP version 10.0.0-preview.26 and above

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