Search Issue Tracker
By Design
Votes
1
Found in
5.6.1f1
Issue ID
914114
Regression
Yes
Visual artifacts appear when rendering to render texture which uses a specific shader
To reproduce:
1. Open the project, attached by user (RenderTexturesIssue.zip)
2. Open "Test" scene
3. Enter Play mode
4. Move Cube game object in the scene
Expected: no trail objects are rendered to the render texture when the texture uses the specific shader
Actual: copies of the object are renderer when the object is moved
Reproduced in 5.6.0a1, 5.6.1f1, 2017.1.0b6, 2017.1.0a1
Did not reproduce in 5.5.3p2
Regression introduced in 5.6.0a1
Won't fix: This was working before due to a side effect of how we passed the image effects texture into the OnRenderImage. This has changed now and the destination may not be implicity bound. You can fix this issue by binding the texture before doing the clear:
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
RenderTexture.active = destination;
GL.Clear(false, true, Color.black);
Graphics.Blit(rt, destination, postMat);
}
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
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
- [RenderingDebugger][InputSystemPackage] Ctrl+Backspace shortcut doesn't work to open the Rendering Debugger when New Input System is in use
- No option to skip video transcoding when launching a Project
- “ValidateSchema Error2” error is thrown in the Player when using IL2CPP Scripting Backend
Ladace
May 24, 2017 12:25
I'm having a similar issue using RenderTexture, which only happens on the player on metal API. Everything by Graphics.Blit with specific shader is rendered with trails and tinted by pink.