Not really a bug report, but I got UIEffectCapturedImage to work with
Unity 2019
OpenGLES3 (2 too)
Universal RP
Android (Nexus 4 & Pixel 2)
I replaced
public const string shaderName = "UI/Hidden/UI-EffectCapture";
with
public const string shaderName = "Hidden/Universal Render Pipeline/Blit";
in UIEffectCapturedImage.cs
Of course there's no blur, but it runs nice and fast with an additional fast blur UIEffect.cs attached to it. In the editor it looks distorted, but on the devices it's fine.
Speaking of blur: blurFactor*2 in the UI-Effect.shader instead of clamping it to 1 (in the .cs) makes for a much more useful fast blur on mobile. It's not perfect, but a lot more blurred.
Not really a bug report, but I got UIEffectCapturedImage to work with
I replaced
public const string shaderName = "UI/Hidden/UI-EffectCapture";
withpublic const string shaderName = "Hidden/Universal Render Pipeline/Blit";
in UIEffectCapturedImage.csOf course there's no blur, but it runs nice and fast with an additional fast blur UIEffect.cs attached to it. In the editor it looks distorted, but on the devices it's fine. Speaking of blur: blurFactor*2 in the UI-Effect.shader instead of clamping it to 1 (in the .cs) makes for a much more useful fast blur on mobile. It's not perfect, but a lot more blurred.
I don't know much of shaders, but maybe this helps. Got the idea from this thread: https://forum.unity.com/threads/lightweight-render-pipeline-blitting-broken.584320/