Search Issue Tracker
By Design
Votes
0
Found in
2021.3.36f1
2022.3.22f1
2023.2.15f1
6000.0.0b12
Issue ID
UUM-66824
Regression
No
Copying texture into identical new texture using the "GetPixel()" and "SetPixel()" methods causes some pixel content to be changed
How to reproduce:
1. Open the “IN_70676“ project
2. Open the “SampleScene“
3. Enter the Play Mode
4. Press on the “Test“ button (can be pressed multiple times for better bug visibility)
5. Observe the Game view
Expected result: Pixel content doesn’t change
Actual result: Pixel content changes
Reproducible with: 2021.3.36f1, 2022.3.22f1, 2023.2.15f1, 6000.0.0b12
Reproducible on:
Windows 10 Pro (Editor and Player)
macOS 14.2.1 23C71 Darwin 23.2.0 (user reported) (Editor and Android Player)
VLNQA00120, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00178, Xiaomi Redmi Note 4 (Redmi Note 4), Android 6.0, CPU: MediaTek Helio X20 MT6797M, GPU: Mali-T880
VLNQA00267, Samsung Galaxy S10+ (SM-G975F), Android 12, CPU: Exynos 9 (9820), GPU: Mali-G76
Not reproducible on: No other environments tested
Note: also reproducible on the Windows Standalone and Android Player (others not tested)
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
This works as designed. The project blits between a sRGB Texture2D and a linear RenderTexture using Graphics.Blit. Conversion does not happen automatically, so the linear RenderTexture contains sRGB data. Successive blits show this effect exaggerated. The solution is to create a RenderTexture in the same color space as the source texture (sRGB in this case), or do a custom blitting.
Graphics.Blit does not convert between color spaces