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Fixed
Fixed in 2021.3.36f1, 2022.3.20f1, 2023.2.10f1, 2023.3.0b3
Votes
3
Found in
2021.3.31f1
2022.3.10f1
2023.1.15f1
Issue ID
UUM-52949
Regression
No
MSAA-specific visual artifacts with using Forward (+) rendering and transparent materials
Steps to reproduce:
1. Unzip the attached user's project "MSAA Bug.zip"
2. Open "SampleScene.unity" and Enter Play Mode
3. Observe white pixels surrounding a mesh with transparent material when the particle system is playing
4. Navigate to "Assets/Settings/URP-HighFidelity-Renderer.asset" and change the Rendering Path to Deferred
5. Enter Play Mode and observe no white pixel artifacts
Expected results: white pixels do not surround a mesh with transparent material when the particle system is playing when Forward or Forward+ Rendering Path is used
Actual results: white pixels surround a mesh with transparent material when the particle system is playing when Forward or Forward+ Rendering Path is used
Reproducible with: URP 12.1.12 (2021.3.31f1), URP 14.0.9 (2022.3.10f1), URP 15.0.6 (2023.1.15f1)
Could not test on 2023.3.0a8 and 2023.2.0b13 due to the particle system and materials no longer rendering
Reproducible on: Windows 11, Windows 10
Not reproducible on: No other environment tested
Notes:
-Issue reproduces in Windows Standalone Build
-Workarounds are: Disabling MSAA, using another anti-aliasing technique, changing the rendering path from Forward+ to Deferred, avoid using materials with Additive Blending Mode
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Resolution Note (fix version 2023.3.0b3):
Cameras are now clearing colors when MSAA is enabled such that alpha to coverage doesn't reuse the color pixels from the last frame when using alpha clipping.