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Issue ID




SetRenderTarget does not correctly display the texture when depthSlice is set to -1



Reproduction steps:
1. Open the attached project "texarraytest" and load Scene "SampleScene"
2. Enter Play Mode
3. Observe the Game View

Expected result: The Screen becomes red when entering Play Mode
Actual result: The Screen becomes black when entering Play Mode

Reproducible with: 2018.4.36f1, 2019.4.29f1, 2020.3.15f1, 2021.1.16f1, 2021.2.0b5, 2022.1.0a3

- In this reproduction project, the issue can be worked around by setting the following values to be the same:
The depthSlice parameter of SetRenderTarget() in Line 43 of Tex2DArrayTest.cs,
The Index variable in Line 104 of ArrayTest.shader (setting this to 0 allows -1 to be left as the value of depthSlice).

  1. Response avatar

    Resolution Note:

    Closing this by design because you cannot set a TextureArray as active RenderTexture in this way.

    First off, a TextureArray is a single resource (with multiple subresources, one for each layer) just like a pixel shader output (SV_TARGET0 for example) is also a single resource. Even if it was allowed to bind an array in this way to each SV_TARGET, it still does not inform the GPU about what layer you wish.

    Typically you would call SetRenderTarget X times (x == number of layers in your array), each time specifying the slice index.

    Specifying DepthSlice as -1 (== all slices) is only supported when "Layered Rendering" is supported (see Layered rendering in this context simple means that you can use SV_RenderTargetArrayIndex in your shader to specify to what slice of the array you wish to render.
    While initially only supported from inside geometry shaders, more recent hardware allows it inside the vertex shader (see SystemInfo.supportsRenderTargetArrayIndexFromVertexShader).

    Here is an excellent blog post about how to achieve this:

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