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By Design
Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X
Votes
3
Found in
6000.0.41f1
6000.1.0b9
6000.2.0a6
6000.3.0a1
Issue ID
UUM-99407
Regression
Yes
An opaque Texture has semi-transparent edges when packed in a Sprite Atlas
Reproduction steps:
1. Open the attached “IN-96472.zip” project
2. Open the “SampleScene”
3. Click on the “Image” GameObject from the Hierarchy
4. Observe the Image in the Scene or Game view
Expected result: The Image Sprite is fully white with no transparent borders
Actual result: The Image Sprite has a semi-transparent border
Reproducible with: 6000.0.9f1, 6000.0.41f1, 6000.1.0b9, 6000.2.0a6
Not reproducible with: 2022.3.59f1, 6000.0.8f1
Reproducible on: Windows 11, macOS 15.3 (M2 Pro) (user reported)
Not reproducible on: no other environment tested
Notes:
- Modifying “Pixels Per Unit” to a higher value for the “test_white.png” Texture sometimes would fix the issue (even if then reverted to the original value), but clicking “Reimport All” makes the issue reproduce again
- The position of the semi-transparent side(s) changes randomly depending on the atlas composition
- The issue reproduces with all Formats except for “RGBA 32 bit”
- Reproducible on a new project when creating a small white texture and packing it into a Sprite Atlas
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Resolution Note:
Canvas Image (Sliced mode) relies on boundary pixels extended. Extension of Boundary Pixels (Dilation) is only applicable for RGBA textures.
In old versions of SpriteAtlas RGBA was always used as an intermediate format when packing from source formats to atlas. While this means pixel processing is unform (like dilation etc..) this also means the transfer can be lossy. This has been recently fixed to ensure lossless packing as much as possible.
This also means Dilation is only applied if the format is RGBA.
Please ensure that the SpriteAtlas uses RGBA format to fix the issue. Or alternatively set padding > 2, disable Tight Packing.