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By Design

Votes

0

Found in

2019.4

2019.4.18f1

2020.3

2021.2

2022.1

2022.2

Issue ID

1396716

Regression

No

[Vulkan][Adreno] Bilinear filtering does not work with half2 texcoordinates

Vulkan

-

Reproduction steps:
1. Open the attached project "[Test]AndroidTextureIssue"
2. Build and Run

Expected result: All textures look smooth
Actual result: Some textures do not look smooth

Reproducible with: 2019.4.36f1, 2020.3.29f1, 2021.2.12f1, 2022.1.0b8, 2022.2.0a5

Reproducible with these devices:
VLNQA00410 - Galaxy Z Fold3 5G (SM-F926U), OS: 11, CPU: Snapdragon 888, GPU: Adreno 660
VLNQA00404 - Galaxy Z Flip3 5G (SM-F711B), OS: 11, CPU: Snapdragon 888, GPU: Adreno 660

Not reproducible with these devices:
VLNQA00121 - Samsung Galaxy S9 (SM-G960F), OS: 9.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00219 - Samsung Galaxy Note9 USA (SM-N960U), OS: 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno 630
VLNQA00147 - Razer Phone (Cheryl), OS: 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno 540
VLNQA00277 - Asus ROG Phone (ASUS_Z01QD), OS: 9.0.0, CPU: Snapdragon 845 SDM845, GPU: Adreno 630
VLNQA00288, Samsung Galaxy J7 (SM-J730F), Android 8.1.0, CPU: Exynos 7 Octa 7870, GPU: Mali-T830
N/A, Huawei - (NOH-NX9), Android 10, CPU: NOT FOUND, GPU: Mali-G78
VLNQA00414 - Galaxy Note10+ 5G (SM-N976V), OS: 9, CPU: Snapdragon 855 SM8150, GPU: Adreno 640
VLNQA00122 - Samsung Galaxy S9 (SM-G960F), OS: 10.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00331 - HUAWEI P20 lite (ANE-LX1), OS: 9, CPU: HiSilicon Kirin 659, GPU: Mali-T830
VLNQA00321 - Xiaomi MI 9 (MI 9), OS: 10.0.0, CPU: Snapdragon 855 SM8150, GPU: Adreno 640
VLNQA00285 - Samsung Galaxy J4 Core (SM-J410F), OS: 8.1.0, CPU: Snapdragon 425 MSM8917, GPU: Adreno 308
VLNQA00261 - Samsung Galaxy S10+ USA (SM-G975U), OS: 9.0.0, CPU: Snapdragon 855 SM8150, GPU: Adreno 640

Note: Not reproducible after changing the variable "half2 texcoord" to "float2 texcoord" (Assets > Resources > Unlit - Transparent Colored (line 48))

  1. Resolution Note (2022.2.X):

    By design: half precision uv coordinates do not have enough precision to represent 1 texel offset in 2k texture. Example: https://forum.unity.com/threads/why-does-unity-recommend-us-to-use-float-type-for-texture-coordinates-in-the-shader.732920/#post-4898840

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