Search Issue Tracker
By Design
Votes
1
Found in
2017.3.0a1
2018.3.0a1
2018.3.3f1
2019.1.0a1
2019.2.0a1
Issue ID
1124692
Regression
No
Shader doesn't work with HDR
Reproduction steps:
1. Open "BlitTest.zip" project
2. Look at the Game View
3. "Main Camera" -> "HDR" -> uncheck/"off"
4. Look at the Game view
Expected Result: Shader works with HDR
Actual Result: Shader doesn't work with HDR
Reproduced with: 2019.2.0a4, 2019.1.0b3, 2018.3.5f1, 2017.4.20f1
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
- 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
Resolution Note:
This is by-design because
when "Allow HDR" in ON, an intermediate texture (HDR format) will be created and that means there will be a final blit from this texture back to the screen.
when "Allow HDR" in OFF, the blit wouldn't happen as contents are directly rendered to the screen
User can use Frame Debugger to compare these 2 situations.
User can override this final blit by having this in the code. But just make sure the blit source texture has the content that the user wanted.
void OnRenderImage(RenderTexture src, RenderTexture dst)
{
Graphics.Blit(src,dst);
}