Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2019.4.25f1
2020.3
2021.1
2021.2
2022.1
Issue ID
1347343
Regression
No
Reading RWTexture2D in a Compute Shader produces different results when using OpenGL compared to other graphics APIs
How to reproduce:
1. Open the attached project named "ComputeShaderTest.zip"
2. Open the SampleScene
3. Enter Play Mode
4. Open the Frame Debugger
5. Select the SSPR call and observe that the bottom left corner of the Game window is colored green
6. Change the Graphics API to D3D11, D3D12, Vulkan or Metal
7. Repeat steps 3-5
Expected results: The corner is colored the same way with all APIs
Actual results: The corner is colored differently when using OpenGLCore or OpenGL ES3
Reproducible with: 2019.4.29f1(URP 7.7.0), 2020.3.13f1(URP 10.5.0), 2021.1.14f1(URP 11.0.0), 2021.2.0b2(URP 12.0.0), 2022.1.0a2(URP 12.0.0)
Notes:
1. The attached project uses URP and a ScriptableRenderPass
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
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Resolution Note (2022.1.X):
The compute shader should use 'RWTexture2D<unorm float4>' so that the shader compiler can generate the correct GLSL image format qualifier that is needed for RWTExture that is not write-only.
We are going to extend the documentation.