Search Issue Tracker
By Design
Votes
5
Found in
5.2.0b5
Issue ID
716903
Regression
No
[CommandBuffer] CommandBuffer.Blit(Texture2D.blackTexture, BuiltinRenderTextureType.GBuffer3) fails when HDR is enabled
Reproduction steps:
1. Open attached project
2. Open scene "repro"
3. Look at the game view
4. Observe difference between LDR and HDR cameras
5. Warning in the console: CommandBuffer: built-in render texture type 13 not found while executing Unnamed command buffer (Blit destination)
Comments (2)
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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
jpfranssen
Feb 02, 2016 13:57
Ok never mind, the code above looked like it worked but unfortunately it did not... :(
jpfranssen
Feb 02, 2016 13:51
Well basically this texture is not created when in HDR mode, as documentation says:
"Note that when the camera is using HDR rendering, then there’s no separate render target being created for Emission+lighting buffer (RT3); instead the render target that the camera will render into (i.e. the one that will be passed to the image effects) is used as RT3."
This seems to produce the correct result...
if(m_camera.hdr)
{
m_cmdb_copyGbuffer.Blit(BuiltinRenderTextureType.CameraTarget, RT3_ID);
}
else
{
m_cmdb_copyGbuffer.Blit(BuiltinRenderTextureType.GBuffer3, RT3_ID);
}