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Textures become gray when they are converted with Graphics.ConvertTexture



How to reproduce:
1. Open user's attached "" project
2. Open Assets/Textures folder
3. Observe the textures in the Textures folder
4. Go to BugReport -> Convert Textures
5. Open Assets/Textures_Converted folder
6. Observe the textures in the Textures_Converted folder

Expected result: Converted textures have a checkerboard pattern as the original textures
Actual result: Converted textures become gray with no checkerboard pattern

Reproducible with: 2018.4.24f1, 2019.4.4f1, 2020.1.0b16, 2020.2.0a18

- The issue is reproducible with EncodeToPNG, EncodeToJPG and EncodeToTGA methods
- The issue is reproducible when converting to ARGB32, RGBA32 (and all other RG), BGRA32 texture formats
- The issue is reproducible with OpenGL, Vulkan, Metal, Direct3D Graphics APIs

  1. Resolution Note (2020.2.X):

    ConvertTexture works on the GPU side only, it does not set the proper CPU side pixel data. As a result, any pixel reading functionality gives invalid results (e.g. GetPixels, EncodeToPNG, etc). You should use Texture2D.ReadPixels to transfer pixels to the CPU side in another Texture2D and and then perform any pixel access operations on that new Texture.

    We updated Graphics.ConvertTexture's behavior such that it flags the ConvertTexture destination texture as non readable, hence making it more clear that the output texture's pixels are not accessible.

    We are internally discussing ConvertTexture's behavior and will take this case into consideration.

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