Search Issue Tracker
By Design
By Design in 6000.1.X
Votes
0
Found in
6000.1.0a9
Issue ID
UUM-90820
Regression
No
[URP] Incorrect Depth formats in Editor
Steps to reproduce:
1. Open Unity project https://github.com/Wilfrid-Unity/urp-depth-mismatch
2. In Build Profiles window, select a target platform that defaults to 24bits depth (Android or Switch for example)
Actual results:
Editor spams error message: "Graphics.COpyTexture can only copy between same texture format gourps (d3d12 base formats: src=19 dst=44)
Expected results:
Editor spams no error message
Reproducible with versions: 6000.1.0a9
Not reproducible with versions:
Can’t test with versions:
Tested on (OS): Windows
Notes:
The code that decides the format of source texture and the code that decides the format of destination texture are not the same, which causes the mismatch when target platform is not windows.
The issue does not appear in the Player (windows or non-windows alike).
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
- Too little validation messages in the "WebAssembly Language Features" Memory settings
- Project Settings Search Highlights are misaligned when using the Bitmap Text Rendering Mode
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
- Memory related fields in the "WebAssembly Language Features" can be set to the negative numbers
- "WebAssembly Language Features" Header in the Player Settings has a smaller indentation
Resolution Note:
The issue here is with the custom render pass. The destination texture passed to CopyTexture is created by the custom render pass, and the custom render pass should make sure it has a format compatible with the data it tries to copy.
Note that the repro project also uses compatibility mode, which is not recommended for a Unity 6 project, and which will be removed in a future Unity version. Please refer to com.unity.render-pipelines.universal\Samples~\URPRenderGraphSamples\Blit\CopyRenderFeature.cscom.unity.render-pipelines.universal\Samples~\URPRenderGraphSamples\Blit\CopyRenderFeature.cs in the URP package folder for an example on how to create a copy render feature the recommended way in Unity 6
Resolution Note (6000.1.X):
The issue here is with the custom render pass. The destination texture passed to CopyTexture is created by the custom render pass, and the custom render pass should make sure it has a format compatible with the data it tries to copy.
Note that the repro project also uses compatibility mode, which is not recommended for a Unity 6 project, and which will be removed in a future Unity version. Please refer to com.unity.render-pipelines.universal\Samples~\URPRenderGraphSamples\Blit\CopyRenderFeature.cscom.unity.render-pipelines.universal\Samples~\URPRenderGraphSamples\Blit\CopyRenderFeature.cs in the URP package folder for an example on how to create a copy render feature the recommended way in Unity 6