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Fixed in 2022.1.X

Fixed in 2020.3.X, 2021.1.X, 2021.2.X

Votes

0

Found in

2020.2.0a8

2020.3

2020.3.11f1

2021.1

2021.2

2022.1

Issue ID

1340975

Regression

No

[Android] ComputeGrabScreenPos doesn't take Vulkan swapchain pre-rotation into account

Mobile

-

Reproduction steps:
1. Open the attached project "PreRotateGrabPass.zip"
2. Open the Scene "SampleScene"
3. Build and Run

Expected result: No square is visible in the center
Actual result: A square in the center

Reproducible with: 2020.2.0a8, 2020.3.14f1, 2021.1.14f1, 2021.2.0b1, 2022.1.0a1
Not reproducible with: 2018.4.36f1, 2019.4.28f1, 2020.2.0a7

Reproducible with:
VLNQA00277, Asus ROG Phone, Android: 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00030, Lge LG G2, Android: 4.4.2, CPU: Snapdragon 800 MSM8974, GPU: Adreno (TM) 330
VLNQA00006, Samsung Galaxy S7, Android: 8.0.0, CPU: Exynos 8 Octa 8890, GPU: Mali-T880
VLNQA00121, Samsung Galaxy S9, Android: 9, CPU: Exynos 9 Series 9810, GPU: Mali-G72

Not reproducible with:
Editor and Player on Windows 10

Notes:
- Root of the issue: GrabIdentity.shader, output.sgtx = ComputeGrabScreenPos(output.pos);
- The issue doesn't occur if "Apply display rotation during rendering" (Project Settings -> Player -> Other Settings -> Vulkan Settings) isn't enabled
- Does not reproduce on OpenGLES

  1. Resolution Note (fix version 2022.1):

    Fixed in 2022.1.0a5

  2. Resolution Note (fix version 2021.2):

    Fixed in 2021.2.0b8

  3. Resolution Note (fix version 2021.1):

    Fixed in Unity 2021.1.27f1

  4. Resolution Note (fix version 2020.3):

    Fixed in Unity 2020.3.23f1

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