Search Issue Tracker

Active

Under Consideration for 2022.3.X, 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X

Votes

0

Found in

2022.3.62f1

6000.0.48f1

6000.1.3f1

6000.2.0b1

6000.3.0a1

Issue ID

UUM-105246

Regression

Yes

Android Player freezes on some Mali GPU devices when Lighting Cast Shadows changed to OFF at runtime

-

How to reproduce:
1. Open the attached “IN-101015” Project
2. In the Build Profiles window, Build And Run the project on a device
3. In the Android Player, click the LowTier toggle.
4. Observe the Android Player

Expected result: Android Player does not freeze when the toggle is on
Actual result: Android Player freezes

Reproducible in: 2022.3.3f1, 2022.3.62f1, 2023.2.0a20, 6000.0.48f1, 6000.1.3f1, 6000.2.0b1
Not reproducible in: 2022.3.2f1, 2023.2.0a19

Reproducible on:
VLNQA00325 Samsung Galaxy Note 10 (SM-N970F), Android 12, CPU: Exynos 9 Series 9825, GPU: Mali-G76
Samsung Galaxy S10 (SM-G973F), Android 10, CPU: Exynos 9 9820, GPU: Mali-G76 (SauceLabs)
Google Pixel 8a (Pixel 8a), Android 14 (Reporter)

Not Reproducible on:
VLNQA00566, Samsung Galaxy S8 (SM-G950F), Android 9, CPU: Exynos 9 Octa 8895, GPU: Mali-G71
VLNQA00460 - Google Pixel 6 (Pixel 6), Android 14, CPU: Google Tensor, GPU: Mali-G78
VLNQA00498, Google Pixel 7 (Pixel 7), Android 13, CPU: Google Tensor G2 , GPU: Mali-G710
VLNQA00628 - Pixel 9 Pro Fold (Pixel 9 Pro Fold), Android 14, CPU: Google Tensor G4, GPU: Mali-G715
Google Pixel 6 (Pixel 6), Android 14 (Reporter)
Google Pixel 8a (Pixel 8a), Android 15 (Reporter)

Notes:

* Similar to [UUM-87817|https://issuetracker.unity3d.com/issues/android-shadows-screen-set-as-shader-keyword-when-no-shadowmaptexture-is-bound-leads-to-freeze-on-a-build-on-some-mali-gpu-devices] but is affected by Lit.shader instead
* If MainLightRealtimeShadow method is modified in the “Packages/com.unity.shadergraph/Editor/Generation/Targets/BuildIn/ShaderLibrary/Shadows.hlsl” file as pictured below the issue is no longer reproducible:

{noformat}half MainLightRealtimeShadow(float4 shadowCoord, half4 shadowParams, ShadowSamplingData shadowSamplingData)
{
...
#if !defined(_MAIN_LIGHT_SHADOWS) //<---ADDED
return half(1.0); //<---ADDED
#endif //<---ADDED
...
}{noformat}

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.