Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.3.0b5
Issue ID
1098430
Regression
No
[Android] Fog settings on Orthographic camera produce different results with same values when building on Android
To reproduce:
1. Open my attached project "OrthoFog.zip"
2. (Optional) While in editor, Enter Play mode and click space several times to toggle fog distance between 0 and -1
3. Build and run for Android
4. While in running app, tap the screen several times to toggle fog distance between 0 and -1
Expected: Android fog distance at 0 and -1 are different
Actual: Android fog distance at 0 and -1 are visually identical
Reproduced in: 2017.4.17f1, 2018.2.19f1, 2018.3.1f1, 2019.1.0a12
Note: to make sure that fog is visible, fogStartDistance can be changed to -50 via the input field provided
Note: does not reproduce on iPhone 6+ (iOS 11.2.2), Metal
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (2019.2.X):
Fog is not designed to work with orthographic camera. Issue is visible due to underlying differences in D3D and OpenGL projections