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Question The effect is normal on the editor, but becomes strange on the physical phone

Discussion in 'Universal Render Pipeline' started by DavidWeng, Jun 1, 2023.

  1. DavidWeng

    DavidWeng

    Joined:
    Oct 15, 2022
    Posts:
    7
    Hi, I'd like to ask everyone, I've recently encountered some problems with an image effect.
    I'm using Unity 2021.3.20f1 and my rendering mode is URP.

    I dynamically create two RenderTextures with the program.
    SourceRenderTexture => This will be set to Camera.targetTexture
    OutputRenderTexture => This will be set to RawImage.texture

    I used Shader Graph to create a shader as follows
    Shader Graph.png

    Then create a material to use this shader, and then use this material in CommandBuffer.
    Like this
    Code (CSharp):
    1. void Update()
    2. {
    3.     _material.SetFloat("_Progress", _progress);
    4.  
    5.     CommandBuffer commandBuffer = new CommandBuffer();
    6.     commandBuffer.Blit(SourceRenderTexture, OutputRenderTexture, _material);
    7.     Graphics.ExecuteCommandBuffer(commandBuffer);
    8.     commandBuffer.Release();
    9. }
    At the bottom of the screen I generate a Slider to control _progress.
    _progress = 0, you can see the full character
    _progress = 1, you can't see the character at all

    In the editor I can get the right effect I want
    截圖 2023-06-01 下午9.40.08.png
    This is the URL for the video
    https://youtube.com/shorts/hVaVk2WaeWM?feature=share

    However, when exported to iOS, the effect becomes very strange
    IMG_0711.PNG
    This is the URL for the video
    https://youtube.com/shorts/QxOFgbs5-NU?feature=share

    The screen looks as if the transparent places become very strange, I would like to ask which side of my usage is incorrect?

    I also put up my test project below.
    https://forum.unity.com/attachments...2/?temp_hash=8991431e38d1017237d0bd4d4f3569dd

    Here is the complete program code
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.UI;
    5. using UnityEngine.Rendering;
    6. using UnityEngine.Rendering.Universal;
    7.  
    8. public class EffectCamera : MonoBehaviour
    9. {
    10.     static int WIDTH = 1080;
    11.     static int HEIGHT = 1920;
    12.  
    13.     public Camera Camera { get; private set; } = null;
    14.     public RenderTexture SourceRenderTexture { get; private set; } = null;
    15.     public RenderTexture OutputRenderTexture { get; private set; } = null;
    16.  
    17.     [SerializeField]
    18.     private Material _material = null;
    19.  
    20.     [SerializeField]
    21.     private RawImage _rawImage = null;
    22.  
    23.     [SerializeField, Range(0f, 1f)]
    24.     private float _progress = 0f;
    25.  
    26.     void OnDestroy()
    27.     {
    28.         if (SourceRenderTexture != null)
    29.         {
    30.             SourceRenderTexture.Release();
    31.             SourceRenderTexture = null;
    32.         }
    33.  
    34.         if (OutputRenderTexture != null)
    35.         {
    36.             OutputRenderTexture.Release();
    37.             OutputRenderTexture = null;
    38.         }
    39.     }
    40.  
    41.     void Awake()
    42.     {
    43.         SetupRenderTexture();
    44.         SetupCamera();
    45.     }
    46.  
    47.     private void SetupRenderTexture()
    48.     {
    49.         SourceRenderTexture = new RenderTexture(WIDTH, HEIGHT, 24, RenderTextureFormat.ARGB32);
    50.         SourceRenderTexture.name = "SourceRenderTexture";
    51.         SourceRenderTexture.Create();
    52.         OutputRenderTexture = new RenderTexture(WIDTH, HEIGHT, 24, RenderTextureFormat.ARGB32);
    53.         OutputRenderTexture.name = "OutputRenderTexture";
    54.         OutputRenderTexture.Create();
    55.         _rawImage.texture = OutputRenderTexture;
    56.     }
    57.  
    58.     private void SetupCamera()
    59.     {
    60.         Camera = GetComponent<Camera>();
    61.         Camera.backgroundColor = Color.clear;
    62.         Camera.targetTexture = SourceRenderTexture;
    63.         UniversalAdditionalCameraData data = Camera.GetUniversalAdditionalCameraData();
    64.         data.renderShadows = false;
    65.     }
    66.  
    67.     void Update()
    68.     {
    69.         _material.SetFloat("_Progress", _progress);
    70.         CommandBuffer commandBuffer = new CommandBuffer();
    71.         commandBuffer.Blit(SourceRenderTexture, OutputRenderTexture, _material);
    72.         Graphics.ExecuteCommandBuffer(commandBuffer);
    73.         commandBuffer.Release();
    74.     }
    75.  
    76.     public void OnSetProgress(float progress)
    77.     {
    78.         _progress = progress;
    79.     }
    80. }
     

    Attached Files:

    Last edited: Jun 3, 2023