Search Issue Tracker
By Design
Votes
0
Found in [Package]
8.1.0
Issue ID
1259914
Regression
No
[Android] [URP] Shader rendering differs on Mali, Adreno 5XX-6XX, Adreno 3XX GPUs
How to reproduce:
1. Open the attached project
2. Build & Run project on Android
3. Compare rendering between devices
Expected results: All devices render the scene the same
Actual results: The shader rendering differs on Mali, Adreno 5XX-6XX, Adreno 3XX GPUs
Reproducible with: 2020.1.0b13, 2020.2.0a15 (LWRP 8.1.0)
Mobile devices
Mali GPU:
VLNQA00103, Samsung Galaxy Note8 (SM-N950F), Android 7.1.1, CPU: Exynos 9 Octa 8895, GPU: Mali-G71
VLNQA00269, Samsung Galaxy S10e (SM-G970F), Android 9, CPU: Exynos 9 9820, GPU: Mali-G76
Adreno 5XX-6XX GPU:
VLNQA00287, Motorola moto g(7) power (moto g(7) power), Android 9, CPU: Snapdragon 625 MSM8953, GPU: Adreno (TM) 506
VLNQA00216, Razer Phone 2 (Phone 2), Android 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00119, Xiaomi Mi 5 (MI 5), Android 8.0.0, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00090, Samsung Galaxy S8 (SM-G950U), Android 7.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
Adreno 3XX GPU:
VLNQA00031, Lge Nexus 5 (Nexus 5), Android 6.0.1, CPU: Snapdragon 800 MSM8974, GPU: Adreno (TM) 330
VLNQA00111, Samsung Galaxy J5(2016) (SM-J510FN), Android 7.1.1, CPU: Snapdragon 410 MSM8916, GPU: Adreno (TM) 306
Notes:
- Same results with Vulkan and GLES3
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
- Sprite Masks affect Sprite Renderers outside their range when a Light2D is present with specific Target Sorting Layers selected
- URP Lens Flare is rendered in the wrong position when Render Graph Compatibility Mode is enabled and Render Scaling is not 0
- Editor crashes on DrvPresentBuffers when loading RenderDoc while using OpenGLES 3.0 or OpenGLES 2.0 Graphics API
- [Test Runner] Incorrect name under Window > Panel after project restart
- [iOS] Crash when using fallback fonts created at runtime
Resolution Note:
This is expected as a function that generates random number for the noise (which is later applied to the texture in the project) uses large numbers. Depending on GPU those numbers are losing precision hence the different results between GPUs.