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Why Unity5 use offscreen framebuffer in forward rendering?Bug?

Discussion in 'General Graphics' started by noetic_wxb, Sep 18, 2015.

  1. noetic_wxb

    noetic_wxb

    Joined:
    Mar 4, 2015
    Posts:
    5
    I used Adreno Profiler to check my game in a android device. It is compiled with unity 5.1.1f1 and GI is disabled.
    I find the objects first render to a FBO. Then this FBO object render to screen and the shader is just copy pixel. Why to this? I think it is no use and waste memory and maybe

    The vertex shader is :
    void main()
    {
    gl_Position = vec4(vertex.xy, 0.0, 1.0);
    texCoord = vertex.zw;
    }

    The Pixel shader is:
    void main()
    {
    gl_FragColor = vec4(texture2D(tex, texCoord).rgb, 1.0);
    }

    I try to use other build/lighting/quality settings.,but no use: also render object to FBO.

    So I check this in Unity4.6. It's right and directly render object to screen.

    Can you tell me why?