Capture with Android + URP + 2019 + OpenGL3
Not really a bug report, but I got UIEffectCapturedImage to work with
- Unity 2019
- OpenGLES3 (2 too)
- Universal RP
- Android (Nexus 4 & Pixel 2)
I replaced
public const string shaderName = "UI/Hidden/UI-EffectCapture";
with
public const string shaderName = "Hidden/Universal Render Pipeline/Blit";
in UIEffectCapturedImage.cs
Of course there's no blur, but it runs nice and fast with an additional fast blur UIEffect.cs attached to it. In the editor it looks distorted, but on the devices it's fine. Speaking of blur: blurFactor*2 in the UI-Effect.shader instead of clamping it to 1 (in the .cs) makes for a much more useful fast blur on mobile. It's not perfect, but a lot more blurred.
I don't know much of shaders, but maybe this helps. Got the idea from this thread: https://forum.unity.com/threads/lightweight-render-pipeline-blitting-broken.584320/
Hi @drallcom3
Thanks!