Search Issue Tracker

Fixed in 2021.1.X

Fixed in 2019.4.X, 2020.1.X, 2020.2.X



Found in




Issue ID




[Metal][iOS] Shadowmask lighting causes two extra Load/Store Actions when Deferred Renderer is used

Mobile Graphics


How to reproduce:
1. Open the attached '' project
2. Switch Platform to iOS and enable Development Build in Build Settings
3. Build for iOS and open the Xcode project
4. Go to Product > Scheme > Edit Scheme
5. Set Metal API Validation to Enabled
6. Set GPU Frame Capture to Metal
7. Deploy project to an iOS device
8. Click the camera button in Xcode's debug bar
9. Navigate to Camera.Render/Drawing/Render.OpaqueGeometry/RenderDeferred.GBuffer

Expected result: Clearing render pass is executed only once
Actual result: Two additional clearing render passes are executed

Reproducible with: 2019.4.11f1, 2020.1.6f1, 2020.2.0b3
Couldn't test with: 2018.4.27f1(no GBuffer render passes in Xcode)

Reproducible with:
iPhone 8+ (iOS 12.0)
iPhone XR (iOS 13.4.1)
iPad Air 2 (iOS 11.0.3)

Could not test with:
iPad 9.7 6th gen (iOS 14.0b7) (Consistently crashes on Frame Capture)

- Not reproducible with Lighting Mode Subtractive

  1. Resolution Note (fix version 2021.1):

    Fixed in 2021.1.0a1

  2. Resolution Note (fix version 2020.1):

    Fixed in 2020.1.16f1

  3. Resolution Note (fix version 2019.4):

    Fixed in 2019.4.20f1

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.