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Rendering issues with Universal Render Pipeline

See original GitHub issue

This is not related to your package specifically, but maybe you know some info on how to fix it. Recently I added RenderPipelineManager.endCameraRendering to this package for rendering with Unity’s Rendering Pipelines, but using this delegate Gizmos are incorrectly rendered in Game view. Here is a comment in Unity post and a question with details. Noone has made any comments yet =(

Issue Analytics

  • State:open
  • Created 4 years ago
  • Comments:22 (21 by maintainers)

github_iconTop GitHub Comments

1reaction
kronnectcommented, Nov 10, 2019

Problem is the depth/stencil buffer target is not preserved somehow when AfterCameraRender is called producing everything executed at that stage to render on top. It should be fixed/improved so a simple Graphics.DrawMesh called in AffterCameraRender works as usual. That will be super useful and will make migration easier. Problem with Scriptable Features is that they require additional boiler plate and client-dependant setup which is a very bad design approach to solve a problem IMO. For many use cases, we just need to make direct draw calls after everything is rendered as before regardless of the pipeline!

Oddly enough, the result changes if Opaque Texture is enabled or disabled in LWRP asset settings.

1reaction
RunninglVlancommented, Oct 29, 2019

Latest status: Gizmos render correctly in Game view with following settings in UniversalRenderPipelineAsset:

  • In Quality: Disable HDR and Anti Aliasing (MSAA)
  • In ForwardRendererData asset: Remove Renderer Features

and in Camera:

  • In Rendering: Disable Post Processing

Tried changing Material on which SetPass is called, as I thought maybe default shader Hidden/Internal-Colored is not compatible with URP, but to no avail.

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