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Fixed in Unity 2017.2



Found in


Issue ID




[Graphics] CommandBuffer.Blit() writes to the first Depth Slice of a 3D render target, regardless of the depthSlice parameter

Graphics - General



Priority: 7Not yet prioritized for a release


Severity: 3Secondary functionality broken

Reproduction steps:
1. Open the attached project
2. Enter Play mode

The cube on the left uses Graphics.Blit() which DOES NOT ignore the depthSlice parameter, hence the cube is rendered correctly
The cube on the right used CommandBuffer.Blit() which DOES ignores the set depthSlice parameter, therefore it only renders to the first depthSlice

Reproducible on: 5.6.0b1, 5.6.0b8

Couldn't reproduce on an earlier version, because Unity crashes on entering Play mode

Tested on Windows 10

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