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Unity doesn't scale Blit-to-screen render on X-axis?
I'm doing this to a 1600x1688 RenderTexture in an OnRenderImage:
Graphics.Blit(src, (RenderTexture)null);
The result looks like this:
If I resize the window taller/shorter, the image stretches to reflect the change. If I resize the window so that it isn't as wide, the image becomes cropped, cutting off the right edge.
It appears as if Unity is scaling the image to fit on the Y-axis, but is not scaling it at all on the X-axis. Is this a bug? Is there any way to get around this?
The same behavior occurs in builds.
2016-02-25-14h04-15.png
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2016-02-25-14h07-59.png
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