In the past I used multiple cameras that had the ‘Uninitialized’ background type flag set so I could stack various camera effects together. Now unity causes the ‘Uninitialized’ background to render a mustard yellow background, so I’m switching my code to camera stacks. The problem is one of my shaders uses _CameraOpaqueTexture, but that is only available on the base camera, which is not the camera I need the effect on. I tried to rewrite the shader as a shadergraph but that one uses _CameraOpaqueTexture under the hood, I think, so no good. Is there some way I can either get this value set, or some other way I can get the rendered texture in between overlay cameras to to draw on before sending it to the screen?
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I just have the same problem in untiy 6000.0.40f1. What I need is simply get a screen texture, even catch only base camera is fine, but _CameraOpaqueTexture is BLACK in the end. And I test Unity 6000.1, still have this issue. But In Unity 2022.3 work fine.
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