Search Issue Tracker
By Design
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
- The text font falls back on a different font depending on the fallback font used
- Template is opened in Isolation when opening it in Context and users Save the UI Document when prompted to do so in UI Builder
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
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