Search Issue Tracker
By Design
Votes
0
Found in
2018.3.0b2
Issue ID
1084639
Regression
No
[Android][iOS] Resolving MSAA Depth RT with custom blit shader results in white screen on GLES3
To reproduce:
1. Open attached project "MSAADepthBug.zip"
2. Open "MSAADepthBugDemo.unity" scene
3. Build for iOS device
4. Deploy the Xcode project to the iOS device
Expected result: a grey sphere is seen moving from top to middle of the screen (the sphere is really hard to see so maximize screen brightness to see it clearer)
Actual result: the screen only shows a dark grey color
Reproduced on:
OpenGLES3 OpenGLES2(getting black screen)
2017.4.12f1 2018.1.9f2 2018.2.10f1 2018.3.0b2 2019.1.0a2
Devices reproduced on:
iPhone 7 Plus iOS 11.1.1 (black screen)
iPhone 7 Plus iOS 12.0 (black screen)
iPhone X iOS 11.3.1 (dark grey screen)
VLNQA00144, Samsung Galaxy S9 (SM-G960U1), Android 8.0.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
Notes:
Works fine on Metal
On 2018.1.9f2 and earlier screen only shows black color
Also getting a black screen on MacOS 10.13.6 with OpenGLCore.
On Android device GLES2 getting only white screen, on GLES3 getting the grey sphere but the background is white. Works fine on Vulkan.
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
- Code runs slower when using a cached exception instance compared to creating a new one
- Broken UI in Default Preset Add Section of "Preset Manager" window
- [iOS] The Player freezes when closing the Notification Center and quickly swiping down from top
- Crash on Texture2D:SetPixelImpl when rapidly calling Texture2D.Apply()
- Graph Lines are not rendered when using Experimental GraphView or GridBackground
Resolution Note (2019.1.X):
The shader is missing "#pragma require msaatex" or "#pragma target 4.5". When either is added to the shader, it starts working.