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Votes
0
Found in
2021.3.27f1
2022.3.1f1
2023.1.0f1
2023.2.0a19
Issue ID
UUM-40321
Regression
Yes
Mask component stops working when Render Objects Event is set to AfterRenderingPostProcessing
Reproduction steps:
1. Open the attached project "My project.zip"
2. Observe the Game view
Expected result: the red square is masked by the white square
Actual result: the red square isn't masked
Reproducible with: 2021.3.18f1, 2021.3.27f1, 2022.2.0f1, 2022.3.1f1, 2023.1.0f1, 2023.2.0a19
Not reproducible with: 2021.3.17f1, 2022.2.0a13
Could not test with: 2022.2.0a14, 2022.2.0b16 (the image disappears when Post-processing is enabled)
Reproducible on: macOS 13.2.1 (Intel), Windows 10 (user’s)
Notes:
1. Not reproducible with any other Event
2. Not reproducible when Post-processing is disabled in URP-HighFidelity-Renderer
3. Not reproducible with the Rect Mask 2D component
4. Issue was previously fixed and regressed: [https://issuetracker.unity3d.com/issues/urp-mask-component-stops-working-when-a-renderer-feature-renders-it-after-post-processing]
5. Same issue is reproducible in Scene view since 2021.3.13f1
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Resolution Note:
Closing as this is currently an expected limitation that will be automatically resolved with the official adoption of RenderGraph in future versions of Unity.
Currently (with the non-RenderGraph path) the depth-stencil buffer is discarded after post-processing and can no longer be bound as an attachment.
In future this should instead work since RenderGraph will be able to preserve the depth buffer beyond its current lifetime (after post) on behalf of the RenderObjects pass declaring it as an RT attachment there.