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Looking at it with renderdoc, the UI pass appears to be overwriting the main_texture_(a/b) with the output of main_texture_sampled, which means it's discarding the results of tonemapping/bloom/other postprocessing.
Bloomy and tonemapped before the ui_pass:
UI pass overwrites it with the raw output from the main pass in main_texture_sampled:
The text was updated successfully, but these errors were encountered:
# Objective
Fixes#9234
re-breaks: The issues that were linked in #9169
## Solution
Revert the PR that broke tonemapping/postprocessing/etc.
Any passes that are post msaa resolve need to use the main textures, not
the msaa texture.
## Changelog
Idk what to put here since it's a revert.
Bevy version
6093385
What you did
Run the SSAO and tonemapping examples.
What went wrong
Post processing isn't being applied.
Additional information
#9169 introduced the bug.
Looking at it with renderdoc, the UI pass appears to be overwriting the
main_texture_(a/b)
with the output ofmain_texture_sampled
, which means it's discarding the results of tonemapping/bloom/other postprocessing.Bloomy and tonemapped before the ui_pass:
UI pass overwrites it with the raw output from the main pass in main_texture_sampled:
The text was updated successfully, but these errors were encountered: