Search Issue Tracker
By Design
Votes
0
Found in
5.3.0f4
Issue ID
755344
Regression
No
[iOS/Android] RGBAFloat textures doesn't work with Bilinear filtering mode - seems to fallback to 'Point' filtering mode
Steps to reproduce:
1. Open attached project
2. Build 'GradientTest' scene for iOS
3. Build Xcode project to a device
4. Notice that the image with RGBAFloat format is rendered as if it was using 'Point' filtering mode even though it is set to 'Bilinear'
Note: You can switch between the three formats - RGBAFloat, RGBAHalf and RGBA32 - using the buttons on the upper part of the screen, notice that both RGBAHalf and RGBA32 works correctly with 'Bilinear' filtering mode, while RGBAFloat seems like it's usisng 'Point' filtering mode
Same results with both 'Metal' and 'OpenGLES2' graphics APIs.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- URP Realtime reflection probes do not update when RenderProbe() is being called once per second
- Addressable terrain shader variants are stripped from the Player
- [iOS] Debug.Log() appears as <private> in Console app
- UI stays in the background when it is disabled in simulator
- A wrong log file is attached when project is launched with a "-logFile" command line argument
Add comment