Search Issue Tracker
By Design
Votes
0
Found in
2017.4
2019.3.0f3
2020.1
Issue ID
1214015
Regression
No
[Mobile]Shader becomes black and white with different behavior when using it as a source parameter for Graphics.Blit
Steps to reproduce:
1. Open User's attached project "ShaderLearning.zip"
2. Enter Play mode to notice the Shader behavior
3. Build it to mobile device
4. Notice the Shader behaving differently and colors changed to black and white
Expected results: Shader is displayed in the way that it is created when using it as a source parameter for Graphics.Blit
Actual results: Shader becomes black and white with different behavior
Reproducible with: 2017.4.34f1, 2018.4.16f1, 2019.2.19f1, 2019.3.0f6, 2020.1.0a20
VLNQA00262, Sony Xperia XZ Premium (G8141), Android 9, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00314, Lge Nexus 5X (Nexus 5X), Android 6.0.1, CPU: Snapdragon 808, GPU: Adreno (TM) 418
VLNQA00233, Meizu - (PRO 6 Plus), Android 7.0.0, CPU: Exynos 8 Octa 8890, GPU: Mali-T880
VLNQA00028, Samsung Galaxy Note4 (SM-N910F), Android 6.0.1, CPU: Snapdragon 805 APQ8084, GPU: Adreno (TM) 420
VLNQA00290, Samsung Galaxy S10 5G (SM-G977U), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
Note: Reproduces with OpenGLES and Vulkan. A potential second issue in the project, below in the edit field. Shader with black and white colors video is from an Android device other videos are Play mode where expected results are visible and a potential second issue when hovering on Game window makes editor behave like in play mode. The issue does not reproduce with Standalone
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
- Crash on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
- Graphics State Collection warm-up does not work when using with Addressables Shaders
- "Baked Shadow Radius" field is visible but inactive when when the Shadow Type is set to "Hard Shadows" under the Light Component
Resolution Note (2020.1.X):
By design: it is not allowed to use the same render texture as a source and destination at the same time for blitting.