Search Issue Tracker

Fixed in 2022.1.X

Fixed in 2021.1.X, 2021.2.X

Planned for 2020.3.X, 2021.1.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. Response avatar

    Resolution Note (fix version 2022.1):

    Fixed in 2022.1.0a5

  2. Response avatar

    Resolution Note (fix version 2021.2):

    Fixed in 2021.2.0b8

  3. Response avatar

    Resolution Note (fix version 2021.1):

    Fixed in Unity 2021.1.27f1

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.