Search Issue Tracker
By Design
Votes
0
Found in
2017.3.0p3
Issue ID
995996
Regression
No
[Graphics] Certain Graphics commands (SetViewport) only get applied to the root RenderTexture defined in RenderTargetIdentifier
BY DESIGN:
Neither CommandBuffer.ClearRenderTarget or GL.Clear clears more than the first color buffer. We currently don't support clearing all MRT targets, and would need to introduce a better overall interface to do that.
Your only current option is to bind and clear multiple times.
--------------------------------------------------------------------------------
Steps:
1. Open repro scene (repro project in comment)
2. Hit Play
3. Observe on game view
Expected Result: The screen is gray + cyan quadrant in the bottom left hand corner
All render textures specified in the RenderTargetIdentifier should have subsequent graphic commands ( SetViewport, ClearRenderTarget etc..) applied to them if the identifier is set using SetRenderTarget.
Actual Result: The screen is gray
Only the first render texture specified in the RenderTargetIdentifier is affected by the subsequent SetViewport graphic command.
Reproducible With: 2018.2.0a2, 2018.1.0b9, 2017.3.1p1, 2017.2.2f1, 2017.1.3p1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment