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

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

  1. 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

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.