Search Issue Tracker
By Design
Votes
2
Found in
2017.3.0b4
Issue ID
960282
Regression
No
[Metal] Compute Shader Buffer returns zeroes with MSAA disabled using Camera Render Texture
Reproduction steps:
1. Open the attached project.
2. Open the 'testScene'.
3. Select 'Main Camera' game object and uncheck 'Allow MSAA' checkbox.
4. Play the scene.
5. Check the Console.
Actual behavior:
- Got the color: (0,0,0,0)
Reproduced with:
- Metal
Not reproducible with:
- DirectX
Note:
- Cannot test with OpenGL ('Platform does not support compute shaders' error message)
Solution:
Set Camera targetTexture.
Comments (2)
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Cyril-Mishakin
Nov 02, 2017 12:31
Solution: https://issuetracker.unity3d.com/issues/metal-compute-shader-buffer-returns-zeros-on-ios-device-using-camera-render-texture
cstenson
Oct 26, 2017 09:08
Reproduced with both Unity version 2017.3.0b5 and 2017.3.0b6