Search Issue Tracker
By Design
Votes
1
Found in
2019.4
2020.1
2020.2
2020.2.0a15
Issue ID
1259743
Regression
No
[Bug] Shader behavior discrepancy when OpenGL is used compared to other Graphics APIs
How to reproduce:
1. Open the attached project named "Case_1259743"
2. Open the Sample Scene and enter Play mode
3. Open Scene view and observe the shader behavior on one of the Spheres
4. Exit Play mode and switch the used graphics API to OpenGL Core
5. Repeat Steps 2 and 3
Expected result: The behavior of the Shader remains the same as with other graphics APIs
Actual result: The shader highlights wrong triangles creating completely different result comparing to graphics APIs
Reproducible with: 2019.4.4f1(7.0.1, 7.4.1), 2020.1.0b16(8.1.0, 9.0.0-preview.35), 2020.2.0a18(10.0.0)
Could not test with: 2018.4.25f1(Could not downgrade the project due to compilation errors)
Notes:
1. OpenGL Core, OpenGLES2 and OpenGLES3 display different output compared to other graphics APIs
2. D3D11, D3D12 and Vulkan behave identically between each other and display the expected result
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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
- Editor crashes on D3D12GetInterface when repeatedly enabling and disabling 256 text components
Resolution Note (2020.2.X):
OpenGL uses last primitive vertex as provoking vertex for flat shading. All other APIs use the first one, hence the discrepancy.