Search Issue Tracker

Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

0

Found in [Package]

7.0.0

Issue ID

1240033

Regression

Yes

[URP] Particles have green and pink artifacts when used with Transparent Shaders

Package: Scriptable Render Pipeline Universal

-

How to reproduce:
1. Open the attached "1240033 repro" project
2. Open the "SampleScene" from Assets > Scenes folder
3. Enter Play Mode and wait a little bit for all of the particles to spawn
4. Switch from Game view to Scene view without exiting Play Mode

Expected result: the particle cloud doesn't have any pink or green artifacts in the 3rd step just like in the 4th step
Actual result: the particle could has pink and green artifacts after the 3rd step

Reproducible with: 7.0.0 (2020.1.0a19), 7.0.1 (2019.3.0b1), 7.2.1 (2019.3.13f1), 7.1.8 (2019.3.7f1), 7.3.1 (2019.3.13f1), 8.0.1 (2020.1.0b8), 8.1.0 (2020.1.0b8), 9.0.0-preview.14 (2020.2.0a10)
Not reproducible with: 2.0.8-preview (2018.4.23f1), 3.3.0-preview (2018.4.23f1), 4.10.0-preview (2018.4.23f1), 5.16.1 (2019.3.0a1), 6.7.1 2019.3.0a1, 6.9.2 (2019.2.21f1)
Could not test with: 1.1.11-preview and earlier (project errors)

Notes:
-This reproduces with Direct3D12, Direct3D11, OpenGLCore, OpenGLES2, OpenGLES3, Vulkan and Metal
-The artifacts can be clearly or barely visible depending on the background and view angle
-This reproduces with Unlit/Transparent, URP/Lit, URP/Unlit Shaders
-The "Transparent" option must be selected on URP/Lit and URP/Unlit Shaders in order to reproduce this issue
-Color Mode of the Shader can alter the way artifacts look but none of the modes removes them completely
-The artifacts are usually located around the edges of the particle cloud but sometimes in cross-sections of the cloud too

  1. Resolution Note:

    RG11B10f has different precision for channels which can introduce colored banding in some cases. A color buffer format option should be added to URP pipeline asset just like in HDRP.

Add comment

Log in to post comment