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Bug 2022 LTS bug with camera stacking using 2d renderer and volumes

Discussion in 'Universal Render Pipeline' started by rtrickey, Jul 2, 2023.

  1. rtrickey

    rtrickey

    Joined:
    Jun 17, 2019
    Posts:
    1
    My game uses a camera stack where the base camera renders non-UI layers, and an overlay camera renders the UI. The base has a volume mask of Default, and the overlay has a volume mask of UI. This allowed them to use different post-processing effects, which the game needs in some situations.

    This worked in 2021.3.24f1 LTS, but broke in 2022 LTS. I've tried all 2022 LTS builds up through 2022.3.4f1, and they all have the same problem: if you use camera stacking with the URP 2d renderer, all cameras in the stack use the volume of the topmost camera.

    For example:
    - If Base has a volume but Overlay doesn't (which is the normal case in my game, and the most visibly broken one) then neither camera renders with any FX.
    - If Base has a volume and Overlay has a different volume, then the whole scene renders using Overlay's volume. There is no combining of volumes, and it doesn't matter that base's volume mask excludes the overlay volume.
    - Similarly, if you have multiple overlay cameras, only the volume (or absence thereof) of the topmost overlay camera is used by all cameras in the stack.

    I've tested with the URP camera stacking samples as well. It works as expected for 3D renderers, but if a 2D renderer is used it has the aforementioned bug.

    Is this a known issue? If so, is there a fix in the works, or a known workaround? Hopefully this is just user error on my part, but I've been testing it the last few days and can't see what I'm missing.
     
    Last edited: Jul 2, 2023
  2. GabrielBigardi

    GabrielBigardi

    Joined:
    Apr 14, 2017
    Posts:
    18
    Hi, just passing by to say that im having the exact same issue and apparently its not a user error.
    Looks like there is no fixes for this yet.
     
    rtrickey likes this.