Im creating a renderTexture from complex game objects and then applying a custom render pipeline to that texture to apply a blur effect. This all works fine. The problem comes when I clear and redraw my renderTexture in the update loop as the state of my game objects change - it causes the displayed renderTexture to be upside down, mirrored and smaller in size.
I have created a codepen to show the behavior. Have a look here
Is this a possible bug? Or maybe Im doing something wrong? Any ideas?
well, it sort of works. The shader has a weird effect on the renderTexture when you set the pipeline of the dude and bubble image also to ‘Custom’. The images in the example are a bit small for you to see the weird effect properly. Its like the shader gets applied twice.
I have updated my codepen example to better illustrate the problem.
The first is just normal images added to the scene.
The second is a renderTexture of the images added to the scene without any custom pipeline.
The third is another renderTexture of the images added to the scene with a custom pipeline that gets redrawn on update. The renderTexture is upside down and much smaller in size.
The forth is another renderTexture of the images added to the scene with a custom pipeline that does not get redrawn on update.
I managed to find a solution to updating and redrawing a renderTexture that is rendered through a custom pipeline. I dont know if this is optimal or not, but it seems to be working.