Search Issue Tracker
By Design
Votes
0
Found in
5.4.0b12
Issue ID
786167
Regression
No
[D3D11][D3D9] RenderTexture with half format produces artifacts
Project:
PixelReadingFloat project - takes temp render texture renders quad with gradient shader, samples pixels to texture and gets how many precision bits (Its real precision) the texture has.
Info:
It seems that half is not working with render texture as it should. I attached two screenshots about issue. it can't be GUI problem, because bit precision return is also incorrect.
Steps:
1. Play scene.
2. Check that texture with half format doesn't contain correct colors.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- 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
- White lighting artifact when a point light with a small emission range and "Hard Shadows" touches an object while a directional light with "Soft Shadows" and another point light are present
Add comment