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Under Consideration for 2021.3.X

Votes

0

Found in

2021.3.38f1

Issue ID

UUM-72629

Regression

No

Particles are not visible due to depth value range calculation differences in OpenGL Graphics API when using Camera Fade

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Reproduction steps:
1. Open the attached “UrpParticleShaderBug” project
2. Open the “Assets/Scenes/SampleScene.unity” Scene
3. Enter the Playe Mode
4. Observe the Game View

Expected result: The particles appear faded but are visible
Actual result: The particles are not visible

Reproducible with: 2021.3.38f1, 2022.1.0a16
Not reproducible with: 2022.3.30f1, 6000.0.4f1
Fixed in: 2022.1.0b1

Reproducible environment: MacOS Sonoma 14.5 (Intel), 14.4.1 (M2 (user’s))
Not reproducible on: No other environment tested

Reproducible on:
VLNQA00519, Google Pixel 4 (Pixel 4), Android 12, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00057, Htc One M9+ (HTC_M9pw), Android 6.0, CPU: MediaTek Helio X10 MT6795T, GPU: PowerVR Rogue G6200
VLNQA00146, Htc 10 (HTC 10), Android 8.0.0, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00372, Samsung SM-G991U (SM-G991U), Android 12, CPU: Snapdragon 888, GPU: Adreno (TM) 660
VLNQA00175, Samsung Galaxy Note9 (SM-N960F), Android 10, CPU: Exynos 9 (9810), GPU: Mali-G72
MacOS Buildtime, Runtime

Workaround: Lower the “Camera Fading > Distance > Near” property

Notes:
- Reproducible with OpenGL, OenGLES3 Graphics APIs
- Not reproducible with Vulkan, Metal Graphics APIs
- Changing the Camera Fading > Distance > Far” property does not change anything

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