Search Issue Tracker
By Design
Votes
6
Found in
2020.3.48f1
2021.3.25f1
2022.2.19f1
2023.1.0b14
2023.2.0a13
Issue ID
UUM-35141
Regression
No
Rendering artifacts when using Depth Mask shader in WebGL
How to reproduce:
1. Open the attached project "DepthMaskTest.zip"
2. Build And Run the project for WebGL Development Build
Expected results: No rendering artifacts in the WebGL Player
Actual results: Rendering artifacts seen in the WebGL Player
Reproducible with: 2020.3.48f1, 2021.3.25f1, 2022.2.19f1, 2023.1.0b14, 2023.2.0a13
Could not test with: 2023.2.0a14 (the Player hangs in the browser)
Reproducible on: Windows 10
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
By design: project's use of depth masking depends on strict objects rendering order. In this case the object rendering order is:
"Capsule","DepthMask",everything else.
Color buffer values withing the depth masked region are not initialized, because no other object passes ZTest, and the "Capsule" within is filling only a part of the masked area. So the remaining area within depth masked region remains uninitialized, and the values are undefined behaviour depending on GPU/drivers/devices.