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No camera clear flags, content gets cleared automatically

Discussion in 'Universal Render Pipeline' started by thefonet, Jun 28, 2020.

  1. thefonet

    thefonet

    Joined:
    Apr 9, 2014
    Posts:
    10
    Hi,

    This has probably been answered before but couldn't find a proper official answer searching the forums.

    I have a secondary camera rendering to a render texture which I don't want to be cleared (like CameraClearFlags.Nothing in the built-in rendering).

    I can't find a way to easily achieve this using URP.

    Is there an easy way to do that? Or do I have to store the content of the texture somehow and merge it manually when the camera renders again?

    I could understand that unity reuses/pools internal render textures during the rendering process but what is the reasoning behind automatically clearing my render texture? o_O

    Thanks!
     
  2. bgmulti15a

    bgmulti15a

    Joined:
    Feb 9, 2017
    Posts:
    25
    Bump, I would like to know about this me too.
     
  3. MordellLang

    MordellLang

    Joined:
    Jun 22, 2013
    Posts:
    3
    Bumping! Does anyone else know how to do this?
     
  4. salvolannister

    salvolannister

    Joined:
    Jan 3, 2019
    Posts:
    50
    To render texture "you don't want to be cleared" I suppose to make some HUD you have to use a camera stacking