Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2021.2
2021.2.15f1
2022.1
2022.2
Issue ID
1410327
Regression
No
[OpenGL] [Android] Incorrect depth texture display when rendered on Android with OpenGL
Reproduction steps:
1. Open the attached project "ToonWaterShader-master.zip"
2. Make sure the Graphics APIs is set to OpenGLES3
3. Build and run the project on an Android device
4. Observe the water shader
Expected result: Water is blue
Actual result: Water is white
Reproducible with: 2019.4.37f1, 2020.3.31f1, 2021.2.16f1, 2022.1.0b12, 2022.2.0a8
Reproducible with these devices:
VLNQA00001, Google Pixel 2 (Pixel 2), Android 11, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00225, Qualcomm null (SDM845 for arm64), Android 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00288, Samsung Galaxy J7 (SM-J730F), Android 8.1.0, CPU: Exynos 7 Octa 7870, GPU: Mali-T830
VLNQA00316, Samsung Galaxy Note10 (SM-N970F), Android 9, CPU: Exynos 9 Series 9825, GPU: Mali-G76
VLNQA00176, Xiaomi Redmi 4 (Redmi 4), Android 6.0.1, CPU: Snapdragon 430 MSM8937, GPU: Adreno (TM) 505
----------, Huawei - (ELS-NX9), Android 10, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00264, Samsung Galaxy S10+ (SM-G975F), Android 10, CPU: NOT FOUND, GPU: Mali-G76
Notes:
-The issue is not reproducible when the Graphics APIs is set to Vulkan
-The issue is not reproducible in the Editor
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 (2022.2.X):
ToonWater.shader isn't dealing with platform differences correctly. https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
OpenGL clip space on each axis is [-1;1] while other graphics apis have [0; 1] on the z axis, this causes the issue with depth calculations in this shader