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[OpenGL] MRT(multiple render targets) on OpenGL ES does not work as expected



Steps to reproduce:
1. Open user attached project - if on windows, it will launch with directx11 graphics api
2. Hit Play, and check the color luminace
3. Launch Unity editor with -force-gles30
4. Hit play
- Observe the completely white objects

Expected result: MRT should work correctly on OpenGL ES 3.0

Reproduced in: 2019.1.0a13, 2018.3.2f1, 2017.4.13f1, 2017.3.2f1 on Editor with OpenGL ES 3.0

Tested devices:
VLNQA00035, Motorola DROID MAXX 2 (XT1021), Android 4.4.4, CPU: NOT FOUND, GPU: Adreno (TM) 305
VLNQA00140, Samsung Galaxy S4 (GT-I9505), Android 5.0.1, CPU: Snapdragon S4 Plus MSM8960, GPU: Adreno (TM) 320
No repro:
VLNQA00003, Razer Razer Phone (Phone), Android 7.1.1, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00046, Samsung Galaxy Trend Plus (GT-S7580), Android 4.2.2, CPU: Broadcom BCM21664T, GPU: VideoCore IV HW
VLNQA00078, Motorola Nexus 6 (Nexus 6), Android 7.1.1, CPU: Snapdragon 805 APQ8084AB, GPU: Adreno (TM) 420

  1. Resolution Note:

    The shader has warning about fragment shader is not completely initialized. Try outputting values to all output.

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