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By Design
Votes
37
Found in
2019.1.0a10
2019.1.0a14
2019.2.0a1
Issue ID
1119198
Regression
Yes
Some Clear flags of Cameras are not working when using Post Process Layer and Directly to Camera Target is set to true
How to reproduce:
1. Open user attached project "PostProcessingWithMultipleCameraIssue.zip"
2. Open "SampleScene" scene
Expected result: Game view background is a skybox
Actual result: Game view background is black
Reproducible with - 2019.1.0a10, 2019.1.0b1, 2019.2.0a3, 2019.3.0a2
Not reproducible with - 2018.3.3f1
Notes:
1) Cant Test with 2019.1.0a1 - 2019.1.0a9 because Post Process Layer script component does not load
2) Could not reproduce with 2017.4 because Post Process Layer script didn't load
3) Don't Clear and Depth Only Clear flags are not working
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WeanWind
Jun 18, 2023 09:02
Still an issue in 2022.3.2f1. While it's on - some effects won't work on mobile devices in landscape mode. For example: blue (DOF) will glitch when rotating device with autorotation on. It is also an issue with handmade shaders. Maybe this will help someone.
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sewy
Jul 22, 2019 10:38
If it is "by design" what about the blurrines when disabled?
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joshcamas
Jul 05, 2019 14:39
Reproducible in Unity 2019.1.9
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Tizzio91
Jul 01, 2019 20:01
Reproducible in 2019.3.0a7
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joshcamas
Jun 25, 2019 05:59
Reproducible in Unity 2019.1.8
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joshcamas
Jun 18, 2019 18:53
Reproducible in Unity 2019.1.7
I am stuck using 2018.3 due to this bug
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mdrittel
Jun 12, 2019 07:21
Reproducible in 2019.1.6
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Tomer-Barkan
Jun 07, 2019 09:45
Are there plans to fix this?
2019.1.5 and it's still there, preventing us from upgrading from 2018 to 2019. -
sumpfkraut
Jun 04, 2019 07:03
Reproducible in 2019.1.5
-
joshcamas
May 26, 2019 21:39
Reproducible in 2019.1.4
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Resolution Note (2019.1.X):
The "Direct to Camera Target" option removes the final blit Unity does when outputting to the screen, instead letting the post-processing stack output directly to that screen for a small performance benefit. However, this means that any cameras which render after this camera will not be combined with what has been rendered so far, effectively clearing the screen for those cameras. So, this option should only be used on the last camera that you are going to render in a frame.
Note that some users have run into this behaviour when upgrading from older versions to Unity 2019.1 or later. This is because the option was unintentionally enabled by default, but did not do anything in versions prior to Unity 2019.1. (The default has been corrected, as of Postprocessing 2.1.7). Disabling the option will restore the Unity 2018 behaviour.
The behaviour can also be controlled at runtime, via the API on the PostProcessLayer component; for more information, see https://docs.unity3d.com/Packages/com.unity.postprocessing@2.3/api/UnityEngine.Rendering.PostProcessing.PostProcessLayer.html