Search Issue Tracker
Fixed
Fixed in 2022.3.11f1, 2023.1.14f1, 2023.2.0b10, 2023.3.0a4
Votes
1
Found in
2022.3.3f1
2023.1.2f1
2023.2.0a21
2023.3.0a1
Issue ID
UUM-40770
Regression
Yes
Post-Processing behaves differently when used on different Cameras
Reproduction steps:
1. Open the attached “ASDQWE” project
2. Open the “Assets/TestPPAA.unity” Scene
3. Enter the Play Mode
4. In the Hierarchy Window, select “TestingCode” GameObject
5. In the Inspector Window, under the “Test Pp Aa (Script)” Component, check and uncheck various properties
Expected result: Post-Processing is applied the same, regardless of the Camera
Actual result: Post-Processing is applied differently for each camera and if Anti-Aliasing is disabled, PP only works for the last Overlay Camera
Reproducible with: 2022.2.15f1, 2022.3.3f1, 2023.1.2f1, 2023.2.0a21
Not reproducible with: 2021.3.27f1, 2022.2.14f1
Reproducible on: Intel MacOS 13.4
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Add comment