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By Design

Votes

0

Found in

2018.2.2f1

Issue ID

1069414

Regression

No

[iOS] [Metal] RenderTexture produce colored mosaic instead of expected texture

Metal

-

Reproduction steps:
1. Open the attached project.
2. Play the 'SampleScene' in the Editor to see the Expected behavior.
3. Build and run this scene to an iOS device.

Actual behavior (Screenshots attached):
- The texture will look like a colored mosaic.

Reproduced with:
iOS Metal
iPhone 7 iOS 11.0, iPhone 7+ iOS 11.1.1
2017.4.9f1, 2018.1.9f1, 2018.2.3f1, 2018.3.0a8

Not reproducible with:
iOS GLES
Editor Metal

  1. Resolution Note (2018.3.X):

    Ztest is something you never use for "blit" shaders. Just add "ZTest off" to your shader (near ZWrite Off) and it will work.

Comments (1)

  1. Khakionion

    Oct 11, 2018 07:11

    If you’re using DiscardContents(), remember that it discards *both* color and depth. So if your shader misses "ZTest off" you get "random" depth values for depth test and keep "random" color values from color buffer when the depth test fails. If you add "ZTest off" to your shader then it should work.

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