How to turn off ResolveAA using cmd.GetTemporary

Hello,
Each command buffer.blit cause resolve aa for camera target, even if I use SetRenderTarget(otherRT);

Here is my code:

cmd.GetTemporaryRT(customRT_id, descriptor);
cmd.SetRenderTarget(customRT_id);
cmd.Blit(null, customRT_id, volumeLightMat, 0);

Also even “cmd.SetRenderTarget(customRT_id);” will invoke “ResolveAA” for camera target. WTF?
I use few custom passes and why unity resolve AA for useless temp camera texture, even if I don’t use it??

I saw this note:
https://github.com/sienaiwun/Unity_AAResolveOnCommand
But it works only with RenderTextures, but in my case I should use only command buffer render textures (because render texture doesn’t work properly with command buffers in URP)

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Hi, I am experiacing the same problem - I wanna get RT, clear it and set it as target for instanced drawing. No need to resolve it every time I touch it… Any progress on this topic?

buffer.GetTemporaryRT(tempID, -1, -1, 24, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf);
buffer.SetRenderTarget(tempID);
buffer.ClearRenderTarget(true, true, Color.clear);
//drawInstanced
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Did anyone ever find a solution? It seems that URP forces us to deal with the resolves they put in place. Insanely frustrating and not user friendly

Currently I’m using RTHandle(Unity 2022.3LTS version) and also encountering this issue, it seems you need to modify urp source code to deal with this issue.
I wish there would be a more simpler solution.

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I put in a bug report and have not heard back, though they did confirm it as a bug

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