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

Shader System

-

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

  1. 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.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.