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Fixed in 2017.3.0f3
Votes
3
Found in
5.6.1f1
Issue ID
920728
Regression
Yes
[Android] RenderTexture created with RenderTextureFormat.ARGBFloat is not displayed on the screen
Steps to reproduce:
1) Download attached project 'test_ARGBFloat_009_BugReport.zip' and open in Unity
2) Build and Run 'test_ARGBFloat' scene on a device
You will see that RenderTexture created with RenderTextureFormat.ARGBFloat will not be displayed
Expected result: RenderTexture created with RenderTextureFormat.ARGBFloat should be displayed on the screen ( check attached image 'expected.png')
Actual result: RenderTexture created with RenderTextureFormat.ARGBFloat is not displayed on the screen (check attached image 'actual.png')
Reproduced with:
5.6.0f2, 5.6.1p4, 2017.1.0b9, 2017.2.0a3
Not reproduced with:
5.5.4f1, 5.6.0f1
Regression since:
5.6.0f2
Devices under test:
Reproduced with:
Samsung SM G925F (Galaxy S6 Edge)*, OS:7.0, CPU:arm64-v8a, GPU:Mali-T760, Build:samsung/zeroltexx/zerolte:6.0.1/MMB29K/G925FXXU5DQA7:user/release-keys
Samsung SM G935F*, OS:7.0, CPU:arm64-v8a, GPU:Mali-T880, Build:samsung/hero2ltexx/hero2lte:6.0.1/MMB29K/G935FXXU1BPLB:user/release-keys
Not reproduced with:
Samsung SM G950U*, OS:7.0, CPU:arm64-v8a, GPU:Adreno (TM) 540, Build:samsung/dreamqltesq/dreamqltesq:7.0/NRD90M/G950USQU1AQC8:user/release-keys
Iphone 6 ( iOS 10.2.1)
Note that in Unity 5.6.0f1 and older releases texture is rendered on the screen but not exactly as expected(black image) due to shader failure (check attached image 'blackImage.png')
Android: tested with GLES3 and GLES2
iOS: Metal - crash on startup, GLES3 works, texture is rendered with shader failure(black image) (all versions of Unity)
RESOLUTION: The issue is caused by the devices not supporting blending on render targets with floating-point pixel format. There's nothing we can do about it. We will add a runtime warning when this unsupported operation is performed, so that there's at least a little bit of diagnostic information.
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Patrascu
Dec 18, 2018 15:14
I am on Unity 2017.4.12 and the only error I got was this one:
OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state
so you can imagine it took me some time before I got to the bottom of this issue.
It would be nice if the documentation would also state the limitation of this texture format, and which GPU families are affected.