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Votes
0
Found in
6000.0.36f1
6000.1.0b4
6000.2.0a1
Issue ID
UUM-95788
Regression
No
[Android] Flickering artifacts when using "ScriptableRenderer.EnqueuePass(RenderPassEvent.BeforeRenderingPostProcessing)" multiple times
Step to reproduce:
1. Open the attached “FrameBufferFetch” project
2. Build And Run
3. Observe the device screen
Expected result: Displays the scene without any artifacts
Actual result: Flickering white rectangles in the scene
Reproducible with: 6000.0.36f1, 6000.1.0b4, 6000.2.0a1
Could not test with: 2022.3.57f1 (errors in the console)
Testing environment: macOS Sonoma 15.1.1 (Intel), macOS 15.2 (M2 Max)
Not reproducible on: No other environment tested
Reproducible with these devices:
Samsung Galaxy S24, CPU: Snapdragon 8 Gen 3 SM8650, GPU: Adreno 750, OS: 15
Meta Quest 2, Snapdragon XR2 (Adreno 650), firmware: v74
Samsung Galaxy S20, CPU: Snapdragon 865 SM8250, GPU: Adreno 650, OS: 13
VLNQA00319 - Google Pixel 4 (Pixel 4), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 13
Pixel 4a(5G) Android 13 (by user)
Pixel 4 Android 12 (by user)
Not reproducible with devices:
Samsung Galaxy S25/S25 Ultra, CPU: Snapdragon 8 Elite SM8750, GPU: Adreno 830, OS: 15
VLNQA00334 - Xiaomi Mi A3 (Mi A3), CPU: Snapdragon 665 SM6125, GPU: Adreno 610, OS: 11
Pixel 6 Android 13 (by user)
Pixel 8a Android 14 (by user)
iPhone15 ProMax iOS 18.1.1 (by user)
Note: Commenting out one of the “renderer.EnqueuePass(_pass);” lines in RenderBufferLoadStoreFeature.cs results in an issue being not reproducible
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Resolution Note:
This issue is caused by incorrect custom render pass setup leading to undefined behavior, and while it happens to work on desktop and other mobile devices, some Adreno GPUs don't seem to allow it. Unity currently does not support sampling the same texture while also using it as a color attachment in a single render pass.