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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
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.