Morris Butler
Morris Butler
The texture passed up to Unity is 10bit. Because there is no script level texture format that matches we use one with the same bytes per pixel. We've not seen...
I'm not sure what you mean. The platform media player doesn't perform any blits when updating the texture. Unity's texture simply wraps the native texture handle. No processing or conversion...
ResolveToRenderTexture internally creates an ARGB32 render target. We'll look at getting that fixed so that it will create a render target capable of keeping the increased colour precision (probably RenderTextureFormat.ARGB2101010).
Support for resolving to higher bit-depth render targets will make it into the next release (version 3.0.9)
We've not added support to our shaders for spacewarp so objects using them would be not warped when spacewarp is active. If you're using one of the standard URP shaders...
A fix for this will make it into the next release (version 3.0.5)
The required MSAA resolve wasn't happening (not sure when this changed) but has now been implemented. The fix will make it into the next release (version 5.3.5).
This has been fixed and will make it into the next release.
> There is also random experience when video is not saved at 3rd step Not sure what you mean by this but hopefully the fix for the capture not being...
A fix for this will make it into the next release (version 5.3.4). For now, you can work around it by changing line 2979 in CaptureBase.cs from this: ```csharp bool...