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[Android][GLES2] Artifacts in sampling reflection probes (problem with textureCubeLodEXT)



How to reproduce:
1. Open attached "ReproCorridor" project
2. Build&Run project to Android

Result - Materials are rendered with artifacts (look pixelated?) on devices

Reproducible with - 2019.1.0a13, 2018.3.1f1, 2018.3.0a6

1. Did not reproduce the issue on Vulkan or OpenGLES3, also did not reproduce the issue on iPad Mini 4 with GLES2. Standalone Windows build with OpenGL2 also diidn't exhibit the issue.
2. Removing reflection probes from scene (and adding directional light to scene, so it wouldn't be rendered in black on devices) solves the issue

Reproducible with:
VLNQA00136, Samsung Galaxy S9+ (SM-G965F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00138, Huawei P20 Pro (CLT-L29), Android 8.1.0, CPU: HiSilicon Kirin 970, GPU: Mali-G72
VLNQA00070, Lenovo PHAB2 Pro (Lenovo PB2-690M), Android 6.0.1, CPU: Snapdragon 617 MSM8952, GPU: Adreno (TM) 510
VLNQA00006, Samsung Galaxy S7 (SM-G930F), Android 8.0.0, CPU: Exynos 8 Octa 8890, GPU: Mali-T880
VLNQA00111, Samsung Galaxy J5(2016) (SM-J510FN), Android 7.1.1, CPU: Snapdragon 410 MSM8916, GPU: Adreno (TM) 306

Not reproducible with:
VLNQA00004, Meizu - (MX5), Android 5.0.1, CPU: MediaTek Helio X10 MT6795T, GPU: PowerVR Rogue G6200
iPad Mini 4

  1. Response avatar

    Resolution Note (fix version 2019.2):

    Nearly no GLES3-capable device exposes extension GL_EXT_shader_texture_lod, which is required to sample cube reflection textures correctly. When this happens, we revert to using the regular (non-LOD) texture sampling functions, which is wrong but better than just failing shader compilation.

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