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
- The Editor does not recognize code errors in generic classes when using C# Source Generator to generate serialization code
- Long Sprite names are not truncated in the Inspector window name label and the preview labels when a Sprite with a long name is selected
- NullReferenceException is logged when undoing Deletion of a Visual Query Block of a Search Expression
- “Unsupported type MinMaxCurve” error and “Could not register property modification for animation binding…” warnings are thrown after moving playhead when Particle System Property is added to Animation window
- Nested LocalizedStrings can not query local variables
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