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[GLES3] Dynamic batching gives artifacts on PowerVR Rogue G6200 GPU



To reproduce:
1. Open the attached project;
2. Make sure Graphics API is set to GLES3;
3. Build and run on mobile devices with PowerVR GPU.

Expected result: the scene is rendered correctly.
Actual result: scene is rendered with artifacts, the error message "GLSL: unexpected struct parameter 'unity_Builtins2Array[1].unity_SHAgArray'." is spammed to the logcat.

Reproduced with: 2018.3.1f1, 2019.1.0a13, 2019.2.0.a1 (trunk).

Devices under testing:

Reproduced with:
VLNQA00057, Htc M9pw (HTC_M9pw), 5.0.2, CPU: MediaTek Helio X10 MT6795T, GPU: PowerVR Rogue G6200
VLNQA00004, Meizu (MX5), 5.0.1, CPU: MediaTek Helio X10 MT6795T, GPU: PowerVR Rogue G6200

Not reproduced with:
VLNQA00166, Huawei P20 (EML-L29), 8.1.0, CPU: NOT FOUND, GPU: Mali-G72
VLNQA00024, Xiaomi Mi 5 (MI 5), 7.0, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530

  1. Response avatar

    Resolution Note:

    this is minor, PowerVR Rogue G6200 GPU has very small market share (0.28%)

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