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Graphics.blit with an shader may cause large memory collect on android device?
I try to implement a post image effect and Blit (Texture source, RenderTexture dest, Material mat, [DefaultValue ("-1")] int pass) is invoked in OnRenderImage().
Every thing is OK on Windows, but when I see something detail via profiler from an android device there is almost 20KB GC every frame because of the blit() function( in profiler, it shows StackTraceUtility.PostprocessStacktrace() ). After I tried, Blit (Texture source, RenderTexture dest) will not cause any GC, but the additive shader is what I need!
so, could someone tell me it's a profiler bug or unity bug? my unity version:5.4.0
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