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Won't Fix

Votes

0

Found in

2022.3.17f1

2023.2.4f1

2023.3.0b1

6000.0.0b11

Issue ID

UUM-59881

Regression

No

Color Buffer returns resolved pixel sample values for partially covered pixels when RenderTextureDescriptor.BindMS is set to true

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Reproduction steps:
1. Open the attached "ReproProj.zip" project
2. Open the "Assets/Scenes/SampleScene" scene
3. Enter the Play Mode
4. Do not move the camera and press the "t" key
5. Observe the Console Logs

Expected results: Color sample data values differ based on the part of a pixel
Actual results: Color sample data values are consistent across different parts of a pixel

Reproducible with: 2022.3.17f1, 2023.2.4f1, 2023.3.0b1
Could not test with: 2021.3.34f1(Could not resolve errors)

Reproducible on: Windows 11 Pro
Not reproducible on: No other environments tested

Notes:
- The first four values in each Console Log correspond to the pixel sample data
- "s0" and "s1" denote sample position
- The flag of RenderTextureCreationFlags.NoResolvedColorSurface is read-only, therefore it is not possible to manually stop the Color sample values from resolving

  1. Resolution Note:

    The issue isn't that RenderTextureDescriptor.BindMS is ignored, but that the camera color attachment has already been resolved by the time that the user uses it to blit into their 4x multisample texture.

    URP and other engine features (such as the frame debugger) currently relies on this auto-resolving of color surfaces to be done. Hence, URP can be modified to not auto-resolve the color surface by modifying the camera's color target to have the bindMS flag. However, this would require the user to handle their own resolve-pass and postprocessing.

    A workaround that didn't involve substantial changes to URP was provided to the user that introduces a separate draw pass that outputs to a 4x offscreen bindMS color target. Please reopen if the provided solution did not fit your needs and we can investigate further.

Comments (1)

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