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Votes

0

Found in

2019.4

2020.3

2020.3.7f1

2021.2

2022.1

2022.2

Issue ID

1394842

Regression

No

Texture is not rendered when Texture Quality is not set to Full Res

Texture

-

Reproduction steps:
1. Open the "SampleScene" Scene in the attached project "CopyTextureTest.zip"
2. Go to Edit > Project Settings > Quality
3. In Texture Quality set it to Half Res, Quarter Res, or to Eighth Res
4. Enter the Play mode
5. Observe the Sphere in the Game View

Expected result: Sphere is in blue color
Actual result: Sphere texture is not rendered, it stays black

Reproducible with: 2019.4.36f1, 2020.3.28f1, 2021.2.9f1, 2022.1.0b7, 2022.2.0a3

Note: On 2019.4.36f1 3/4 of Texture is not rendered when Texture Quality is set to Half Res, whole Texture is not rendered with Quarter Ress and Eighth Ress

  1. Resolution Note:

    This is behaving as expected: such CopyTexture calls are indeed unsupported and errors are printed to indicate this. As documented under Graphics.CopyTexture, "if you need to copy between textures with a different master texture limit, use the region-based overload".

    However, the documentation around this is very obscure and we are looking into improving this; as the error messages don't seem to be particularly helpful in understanding why exactly things are going wrong. Especially the fact that 'setting Texture Quality' is the equivalent of setting a 'master texture limit' in scripts, is not at all made clear. Setting Texture Quality to half-res, quarter-res or eight-res is the equivalent of setting a master texture limit of 1, 2 or 3 for all Texture2D's that have a mip chain, meaning that 1, 2 or 3 highest-resolution mips are not uploaded to the GPU. Given that Texture2DArray does not currently support such master texture limits, CopyTexture cannot just work out of the box like this. Also, this support for master texture limit with Texture2DArrays is going to be investigated.

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