Search Issue Tracker
Duplicate
Duplicate in 2023.2.X
Votes
0
Found in
2021.3.18f1
2022.2.6f1
2023.1.0b1
2023.2.0a1
Issue ID
UUM-26390
Regression
No
Some pixels fail to render when using Depth Priming
Reproduction steps:
1. Open the attached project "DepthPrimeBugClean"
2. Open "SampleScene"
3. Enter Play mode
4. Hold RMB and move the mouse around
Expected result: the tree looks normal, no black or blue pixels moving around the leaves
Actual result: there are black or blue pixels moving around the leaves
Reproducible with: 2021.3.18f1, 2022.2.6f1, 2023.1.0b1, 2023.2.0a1
Not reproducible with: 2020.3.45f1
Reproducible on: macOS 12.4 (Intel)
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
a duplicate issue was fixed. The problem was depth priming breaking the depth normal prepass when MSAA is on. This was fixed and backported in December 2022 so closing this as duplicate.
Duplicate of another internal issue: UUM-5684: Depth Priming breaks the depth normals prepass when MSAA is on
Resolution Note (2023.2.X):
a duplicate issue was fixed. The problem was depth priming breaking the depth normal prepass when MSAA is on. This was fixed and backported in December 2022 so closing this as duplicate.
Duplicate of another internal issue: UUM-5684: Depth Priming breaks the depth normals prepass when MSAA is on