Search Issue Tracker
Fixed
Fixed in 2021.3.33f1, 2022.3.14f1, 2023.1.16f1, 2023.2.0b12, 2023.3.0a6
Votes
0
Found in
2021.3.28f1
2022.3.6f1
2023.1.5f1
2023.2.0b1
2023.3.0a1
Issue ID
UUM-43301
Regression
No
Alpha channel is discarded when texture is imported as cubemap on Android platform
Steps to reproduce:
1. Open the attached project "AlphaChannelCubemap.7z"
2. Switch the Platform to Android
3. In the Project Window Click on either "masked_hdr.exr" or "masked_png.png
4. In the Inspector view Import Settings -> Texture Format (Ovveride for Android)
5. Observe that the format is "RGB(A) Compressed ASTC HDR 8x8 Block"
6. Toggle RGB/Alpha view with the icon at the bottom right, above the Preview window
7. Observe how Alpha Channel is discarded
Expected results: Alpha channel is displayed
Actual Results: The alpha channel is discarded
Reproducible in: 2021.3.29f1, 2022.3.6f1, 2023.1.5f1, 2023.2.0b1, 2023.3.0a1
Environment tested on: Windows 10
Notes:
-Switch to RGBA Half to see Alpha channel working as expected
-According to the Customer 2D textures are not affected
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
- White lighting artifact when a point light with a small emission range and "Hard Shadows" touches an object while a directional light with "Soft Shadows" and another point light are present
Add comment