Search Issue Tracker
By Design
Votes
0
Found in
2022.3.22f1
2023.2.16f1
6000.0.0b13
6000.1.0a7
6000.2.0a1
6000.3.0a1
Issue ID
UUM-67402
Regression
No
[URP][Comp] SetGlobalTexture alpha channel is 1 when observing the Game view
How to reproduce:
1. Open the attached project “URP Feature Examples.zip“
2. Open the “Assets/Samples/Universal RP/14.0.9/Custom Samples/Custom Renderer Feature/CustomRFScene.unity“ Scene
3. Observe the Game view
Expected result: White GameObjects are visible on a black background
Actual result: The entire view is white
Reproducible with: 2022.3.22f1, 2023.2.16f1, 6000.0.0b13
Couldn’t test with: 2021.3.36f1 (Errors in the Console)
Reproducible on: macOS 14.4 Sonoma (Intel)
Not reproducible on: No other environment tested
Note: The screen is purple in Player
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
- Long Sprite names are not truncated in the Inspector window name label and the preview labels when a Sprite with a long name is selected
- NullReferenceException is logged when undoing Deletion of a Visual Query Block of a Search Expression
- “Unsupported type MinMaxCurve” error and “Could not register property modification for animation binding…” warnings are thrown after moving playhead when Particle System Property is added to Animation window
- Nested LocalizedStrings can not query local variables
- Inconsistent "Mock HMD Loader" naming in the "Project Settings"
Resolution Note:
The custom render feature in the repro allocates the texture with a format which does not have an alpha channel. Allocating with a format that does have a alpha channel fixes the issue. E.g. add
colorDesc.colorFormat = RenderTextureFormat.ARGB32;
before
RenderingUtils.ReAllocateIfNeeded(ref rtCustomColor, colorDesc, name: settings.colorTargetDestinationID);
in the custom render feature
Resolution Note:
The custom render feature in the repro allocates the texture with a format which does not have an alpha channel. Allocating with a format that does have a alpha channel fixes the issue. E.g. add
colorDesc.colorFormat = RenderTextureFormat.ARGB32;
before
RenderingUtils.ReAllocateIfNeeded(ref rtCustomColor, colorDesc, name: settings.colorTargetDestinationID);
in the custom render feature
Resolution Note:
_