endCameraRendering in HDRP is broken?

void Awake(){
  RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
  RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
}
void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera) {
   context.ExecuteCommandBuffer(commandBuffer1);
}
void OnEndCameraRendering(ScriptableRenderContext context, Camera camera) {
  context.ExecuteCommandBuffer(commandBuffer2);
}

As I understand, it will execute these command buffers before and after (any) camera rendering.
But here is what it actually does:

4610944--431134--upload_2019-6-4_7-45-4.png

Both beginCameraRendering and endCameraRendering are executed in a row, before rendering.
Not sure, if I’m doing something wrong, or it’s just another broken feature?

Hello,

There is indeed an issue. The endCameraRendering callback is not called at the right time in HDRP. We will work on it.

Thank you

Hi, is this related to URP too?
I posted a while ago.

Hello,

Has this issue been addressed in a newer version of Unity or is there an issue submitted in the issue tracker?

Thanks

beginCameraRendering and endCameraRendering totally broken in HDRP (Unity 2019.3.5f1). This has been broken for ever, so I assume there is not intention to fix this/

Can you be more specific? I’ve been using BeginCameraRendering on HDRP for a long time (since HDRP 5.x?) and it’s been functional even on my latest experiments. No idea about End counterpart though, never used it.

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Can confirm, we are using them for an asset store product since 5.7.1 and they always worked and still work on latest HDRP for us.

Not sure what version of Unity are you using, but endCameraRendering never worked fine for us.

Our comments were to beginCameraRendering only, which you claimed being also totally broken:

I believe endCameraRendering has been broken in past at least but I’ve never used so can’t comment about it’s current state.