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Fixed in 5.2.0



Found in


Issue ID




[Texture2D] Texture2D.ReadPixels() fails if RenderTexture has anti-aliasing set

Graphics - General


There is a camera which renders to a RenderTexture. If this RenderTexture has anti-aliasing set Texture2D.ReadPixels results into an empty texture.

How to reproduce:
1. Open Main.scene in the attached project
2. Press buttons

One of the buttons uses an anti-aliased RenderTexture, another one uses a nonanti-aliased RenderTexture.
The first one fails to be captured into another Texture2D.

Comments (5)

  1. KevKevOnFire

    Sep 12, 2016 15:35

    I am still seeing this issue in 5.4.0 when passing a the resulting texture2D into a shader

  2. mpgholden

    Aug 27, 2015 19:23

    This happens in 4.6 as well, and is a pretty big issue for Gear VR developers. Gear VR games crash on 4.6 when running in GLES 3.0 unless all eye texture anti aliasing is disabled. Only current option is to run in GLES 2.0 mode, which forces us to texture compression that makes me cry :(

  3. ngothanhtai

    Apr 09, 2015 07:01

    To me, this problem just happened with OS X, works fine on Windows.

  4. PNordlund

    Apr 02, 2015 06:11

    Amazingly, I get this too.

  5. leokrzewina

    Apr 01, 2015 18:59

    This happened in Unity 4 as well.

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