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Won't Fix
Won't Fix in 2022.2.X
Votes
0
Found in
2019.4.36f1
2020.3.30f1
2021.3.16f1
2022.1.0b10
2022.2.0a6
Issue ID
UUM-3568
Regression
No
[Android] RGBA Crunched ETC2 compression format is creating artifacts for particular textures
Reproduction steps:
1. Open the attached project "ETCCrunchCompression.zip"
2. Open SampleScene
3. In Build Settings switch Build Platform to Android
4. Observe cabins color in Game or Scene View
Expected result: Both - cabin on the right with RGB Compressed ETC2 4bits texture applied and the other cabin with RGBA Crunched ETC2 texture - have beige color
Actual result: The cabin on the left with RGBA Crunched ETC2 texture is bluish with beige artifacts
Reproducible with: 2019.4.36f1, 2020.3.30f1, 2021.2.3f1, 2022.1.0b10, 2022.2.0a6
Notes:
- In 2019.4.36f1 the cabin has black artifacts
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Resolution Note:
Thank you for reporting a bug to Unity.
This issue comes from the fact that this large texture has too many equal pixels. Fortunately the issue resolves itself when the user has more actual content in this texture atlas; alternatively, the issue can be resolved by filling the unused pixels by random values. Other workarounds are also possible to unblock users.
We have reviewed the issue carefully, and in this case the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Resolution Note (2022.2.X):
Thank you for reporting a bug to Unity.
This issue comes from the fact that this large texture has too many equal pixels. Fortunately the issue resolves itself when the user has more actual content in this texture atlas; alternatively, the issue can be resolved by filling the unused pixels by random values. Other workarounds are also possible to unblock users.
We have reviewed the issue carefully, and in this case the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.