Search Issue Tracker
By Design
Votes
0
Found in [Package]
12.0.0
Issue ID
1407667
Regression
Yes
[Universal RP] Stencil buffer is cleared when disabling SSAO and/or Depth Texture
How to reproduce:
1. Open the user's attached project "HighlightTest.zip"
2. Open Game View
3. Select "ForwardRenderer" (Assets > Repro > URP Settings) and disable SSAO
4. Observe changes in the sphere GameObject's glow
Expected result: Sphere GameObject's outer glow is behind the GameObject
Actual result: Sphere HameObject's outer glow is in front of the GameObject
Reproducible with: 12.0.0 (2021.2.0b2), 12.1.6 (2021.2.19f1), 13.1.1 (2022.1.0a16)
Not reproducible with: 7.7.1 (2019.4.37f1), 10.8.1 (2020.3.33f1), 12.0.0 (2021.2.0b1), 13.1.3 (2022.1.0b1), 13.1.7 (2022.1.0b15), 14.0.2 (2022.2.0a10)
Notes:
- Disabling Depth Texture in "UniversalRenderPipelineAsset" (Assets > Repro > URP Settings) when SSAO is disabled will not reproduce the issue
- Disabling Anti Aliasing (MSAA) in "UniversalRenderPipelineAsset" after disabling SSAO and/or Depth Texture will not reproduce the issue
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
Resolution Note:
This behavior is by design as setting SetRenderTarget at the start of the render feature eliminates the issue. As discussed here: https://unity.slack.com/archives/CAR8G94EL/p1646140659190639