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By Design
Votes
0
Found in
2022.3.41f1
6000.0.14f1
Issue ID
UUM-78141
Regression
Yes
Full Screen Pass Renderer Feature is rendered only for half the Game View when the Pass is set to "Blit"
Reproduction steps:
1. Open the “ReproProject“ project
2. Open the “Assets/DevDunkStudio/Blur Toolkit/Sample/Scenes/Full Screen Blur“ scene
3. Observe the Game View
Expected result: The whole Game View is blurred
Actual result: Only have of the Game View is blurred
Reproducible with: 2022.3.11f1, 2022.3.41f1, 6000.0.14f1
Not reproducible with: 2022.3.10f1
Couldn’t test with: 2021.3.42f1 (due to Full Screen Pass Renderer Feature not existing)
Reproducible on: Windows 11 Pro (22H2)
Not reproducible on: No other environment tested
Note: Does not reproduce if the Pass is switched from “Blit” to “DrawProcedural“ in the Full Screen Pass Renderer Feature
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Resolution Note:
Thank you for reporting the issue.
The problem is that the pass index in your project on FullScreenPassRenderPass was set to 1 instead of 0.
In 22.3.f12, we landed some fixes, including actually passing through the pass index and using it when drawing the triangle using cmd.DrawProcedural. Previously, this index was ignored.
With your shadergraph material, drawProcedural is pass 0, blit is pass 1.
This led to the incorrect result that you saw.
The solution is to set your pass index to 0 on the render feature.
You need to show the additional properties settings for this, see https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/renderer-features/renderer-feature-full-screen-pass.html