RunninglVlan
RunninglVlan
Is there any progress on this? A lot of time has passed since January 15th.
New comments added in post and question. Got it to work when using default values for LWRP asset
> Also to note, GL is deprecated in SRP Where did you find that? I did a quick search and found no information about it.
Yes, here's more info about it: https://forum.unity.com/threads/feedback-wanted-scriptable-render-pipelines.470095/page-8#post-3408481
Tested Unity v2019.3.0b5 with Universal Render Pipeline v7.1.2. Unfortunately it still doesn't work correctly.  This is how it renders in Game view if either _HDR_ is set to `true`,...
You mean you recognize this as a bug in Render Pipeline and have some ideas on how it could be fixed? Maybe you could then contact them somehow =) Through...
But why it ignores it only in Game view and only with those specific setting values? I tested different materials, not one of them fixes the issue in Game view....
I don't think it's related to GL, the problem appears only using `RenderPipelineManager.endCameraRendering`. Without it everything renders OK as I described in [question](https://answers.unity.com/questions/1630214/rendering-issues-with-renderpipelinemanagerendcame.html)
Sorry, didn't quite understand you. What do you mean by "that callback is replaced when using SRP"? If `GraphicsSettings.renderPipelineAsset` is empty and `Camera.onPostRender` is used, everything works fine.
It's OK to speculate, I guess you have more experience in the subject matter. But no, `beginCameraRendering` doesn't help. Maybe this way it renders before everything else.