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URP Post-Proccess profile bug

Discussion in 'Universal Render Pipeline' started by Abruzzi, Sep 13, 2019.

  1. Abruzzi

    Abruzzi

    Joined:
    Feb 6, 2015
    Posts:
    44
    Hi Unity Team!
    I try to change some variables in profile in runtime, but it also change profile asset. I use this code:
    Code (CSharp):
    1. ColorAdjustments colorAdj = null;
    2.  
    3. bool isFound = Camera.main.GetComponent<Volume>().profile.TryGet<ColorAdjustments>(out colorAdj);
    4. if (isFound) colorAdj.saturation.value = -100;
    As I know, that .profile - it is instanced profile, and .sharedProfile - it is asset profile, so if I change instanced .profile it should have changes only runtime.

    I think it is bug. I Use Unity 2019.3.0b3 with URP 7.0.1
    Thanks!
     
    GoGoGadget and IndieFist like this.
  2. goran_okomotive

    goran_okomotive

    Joined:
    Apr 26, 2017
    Posts:
    60
    This still happens... anybody an explanation why?
    Crazy thing is that it seams just to be in the memory in our case, because the values are reset again once I restart the editor (Unity 2020.3.1f1).
     
    Abruzzi likes this.