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Won't Fix

Votes

0

Found in

2020.3.37f1

2021.3.7f1

2022.1.13f1

2022.2.0b5

2023.1.0a6

Issue ID

UUM-12019

Regression

No

[macOS] White texture appears when setting “RenderTextureFormat.Depth” to “RenderTexture” on the Camera

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How to reproduce:
1. Open the user’s attached project
2. Open the “SampleScene” Scene (Assets > Scenes > SampleScene)
3. Enter Play Mode
4. Press the “Render” button and observe the Game view

Expected result: Black Texture
Actual result: White Texture

Reproducible with: 10.10.0 (2020.3.37f1), 12.1.7 (2021.3.7f1), 13.1.8 (2022.1.13f1), 14.0.3 (2022.2.0b5), 15.0.0 (2023.1.0a6)

Reproduced on:
- macOS 12.4 (Intel)
- macOS 12.4 Beta (M1)

Not reproduced on: Windows 11

Notes:
- If enabling the “Screen Space Ambient Occlusion” Component in the “URP-High Fidelity Renderer” asset, then not reproducible.
- Intel Mac - no Texture with and without the “Screen Space Ambient Occlusion” Component
- M1 Mac - without the “Screen Space Ambient Occlusion” Component white Texture, with the Component black Texture.
- Windows - black Texture with and without the Component

  1. Resolution Note:

    The result is expected. First thing to note is that Depth Texture has just one component, so upon sampling missing components are filled with default values. For, say, Open GL it is specified to be 0 for RGB and 1 for A. Metal does similar with a caveat, from metal shading language spec (6.12 Texture Functions):

    For unspecified color components in a pixel format, the default values are: • zero, for components other than alpha.
    In a pixel format with integer components, the alpha default value is represented as the integral value 0x1. For a pixel format with floating-point or normalized components, the alpha default value is represented as the floating-point value 1.0.
    For example, for a texture with the MTLPixelFormatR8Uint pixel format, the default values for unspecified integer components are G = 0, B = 0, and A = 1. For a texture with the MTLPixelFormatR8Unorm pixel format, the default values for unspecified normalized components are G = 0.0, B = 0.0, and A = 1.0. For a texture with depth or stencil pixel format (such as MTLPixelFormatDepth24Unorm_Stencil8 or MTLPixelFormatStencil8), the default value for an unspecified component is undefined.

    Note that depth is treated differently, so metal is in the right to just duplicate depth information from "red" channel to all others. If you want to make sure it looks the same across all APIs use just red channel from the texture directly in the shader

Comments (2)

  1. qpuilie

    Sep 25, 2022 13:21

    Following my steps, you should get a depth map with content (other platforms are fine).

  2. qpuilie

    Sep 25, 2022 13:20

    Hi, before this, I reported a bug, but maybe I didn't describe it clearly enough.
    What I care about is that it doesn't have any content, not what color channel is it.
    Nothing appears on the RenderTexture.

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