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VFX.ProcessCamera and multiple cameras

Discussion in 'Visual Effect Graph' started by Oxeren, Dec 12, 2021.

  1. Oxeren

    Oxeren

    Joined:
    Aug 14, 2013
    Posts:
    120
    I'm using multiple cameras in my project (URP). One camera only renders the UI layer and so everything else is culled, but according to Frame Debugger, VFX.ProcessCamera is called for every camera and updates some visual effects (apparently camera sorting) even if the camera has no way of seeing those. Is there anything that can be done about it? Or is this a bug?
     
  2. br_o

    br_o

    Joined:
    Aug 31, 2022
    Posts:
    7
    I have the same problem.
    Will it affect performance?
    I would like to know if there is a way to deal with this.
     
  3. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    306
    Hi, yes it's a known bug that some VFX commands didn't get correctly culled per camera. This is fixed in 2022.2
     
    br_o likes this.
  4. br_o

    br_o

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    Aug 31, 2022
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    7
  5. spajus

    spajus

    Joined:
    Jun 10, 2015
    Posts:
    43
    @JulienF_Unity Is there any chance to get a backport for this fix on 2021.3 LTS? Also, any possible workarounds, or a link to GitHub to see how to patch this is an older project?
     
  6. br_o

    br_o

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    Aug 31, 2022
    Posts:
    7
    Hi.
    I see that this has not yet been fixed in 2022.2.0b13, but is it already addressed in this version?
     
  7. spajus

    spajus

    Joined:
    Jun 10, 2015
    Posts:
    43
    If you mean 2021.3 LTS, definitely no. I have a VFX-heavy project with 7 cameras, and VFX seems to be taking up insane amounts of time.
     
  8. br_o

    br_o

    Joined:
    Aug 31, 2022
    Posts:
    7
    Thank you.

    We confirmed this bug in 2021.2.19.
    I also updated to 2022.2.0b13 and confirmed it.
    It appears that this bug has not been fixed yet.
     
  9. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    306
    Hi, we are currently working on this, the fix takes a little more time than expected but is still planned to be fixed in 2023.1 and backported to 2022.2
     
  10. PFosterSumo

    PFosterSumo

    Joined:
    Jan 21, 2022
    Posts:
    3
    Hi. Any ETA on this fix? Still seeing the issue in 2022.3.2f1
    Thanks