Search Issue Tracker
Won't Fix
Won't Fix in 2023.1.X
Votes
0
Found in
2020.3.40f1
2021.3.11f1
2022.1.18f1
2022.2.0b7
2023.1.0a12
Issue ID
UUM-20872
Regression
No
GameObject texture flickers when clicked or when cursor being moved around Scene View in Play Mode with Direct3D11 Graphics API in use
How to reproduce:
1. Open the attached project “IN_16219”
2. Open “Bug report” Scene
3. In the Editor press on the “Plane” GameObject or press around it
4. Observe the “Plane” GameObject
5. Enter Play Mode
6. Move the cursor in the Game View window
7. Observe the “Plane” GameObject
Expected result: the “Plane” GameObject doesn’t flicker
Actual result: the “Plane” GameObject flickers
Reproducible with: 2020.3.40f1, 2021.3.11f1, 2022.1.18f1, 2022.2.0b7, 2023.1.0a12
Reproducible on: Windows 10 Pro
Notes:
- couldn’t test in Player due to compiler errors
- reproducible in Play Mode and Scene view
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
- Build and Run button greyed out for locally invalid architecture, despite remote build is specified
- Graphics Settings: “Use Defaults” checkboxes misaligned in Tier Settings section
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
Resolution Note:
The issue is caused by the math accuracy in the HelperFunction.hlsl . Tiny precision errors can cause significantly different outputs.
Refactoring the function to read:
void Random_Vector_float(precise float2 UV, out float3 Out)
{
float s_multiplier = 43758.5453;
precise float dp = dot(UV, float2(12.9898, 78.233));
float rf1 = sin(dp);
float randomno1 = frac(rf1* s_multiplier);
float rf2 = sin(dp*2.0);
float randomno2 = frac(rf2 * s_multiplier);
float rf3 = sin(dp*3.0);
float randomno3 = frac(rf3 *s_multiplier);
Out = float3(randomno1, randomno2, randomno3);
}
fixes the issue. Note the use of precision on the dot product.
Resolution Note (2023.1.X):
The issue is caused by the math accuracy in the HelperFunction.hlsl . Tiny precision errors can cause significantly different outputs.
Refactoring the function to read:
void Random_Vector_float(precise float2 UV, out float3 Out)
{
float s_multiplier = 43758.5453;
precise float dp = dot(UV, float2(12.9898, 78.233));
float rf1 = sin(dp);
float randomno1 = frac(rf1* s_multiplier);
float rf2 = sin(dp*2.0);
float randomno2 = frac(rf2 * s_multiplier);
float rf3 = sin(dp*3.0);
float randomno3 = frac(rf3 *s_multiplier);
Out = float3(randomno1, randomno2, randomno3);
}
fixes the issue. Note the use of precision on the dot product.