Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2019.4.28f1
2020.3
2021.1
2021.2
2022.1
Issue ID
1342230
Regression
No
[Android][OpenGLES 3] GrabPass shaders are not working on Android when 'Use HDR' is enabled
Reproduction steps:
1. Open the attached user's project "Android Transparency Shader Test 2.zip"
2. Go to the Graphics Settings and disable 'Use HDR' for all Graphics Tiers
3. Build for Android and notice the blur and color invert shaders using GrabPasses
4. Enable 'Use HDR' in the Graphics settings for all Graphics tiers
5. Build for Android and notice the blur and color invert shaders no longer working
Expected result: GrabPass shaders work on Android when 'Use HDR' is enabled on OpenGLES 3
Actual result: GrabPass shaders are not working on Android when 'Use HDR' is enabled on OpenGLES 3 (see attached Results.png)
Reproduces on: 2019.4.29f1, 2020.3.14f1, 2021.1.14f1, 2021.2.0b1, 2022.1.0a1
Reproducible with these devices (OpenGLES 3):
N/A, Samsung Galaxy S9 (SM-G960F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00318, Oneplus 7Pro (GM1913), Android 10, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76
VLNQA00024, Xiaomi Mi 5 (MI 5), Android 7.0, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
Not reproducible with these devices (Vulkan):
N/A, Samsung Galaxy S9 (SM-G960F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00318, Oneplus 7Pro (GM1913), Android 10, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76
iPad Pro 12.9 1st gen (iOS 13.4.1)
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note (2022.1.X):
The UI shaders in the project use depth-test, however the depth-buffer content has undefined content when the screen-space UI is rendered.