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0
votes
Fixed

Forward / deferred shading color differences on Mac+Radeon in Linear space

Graphics - General

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Jan 26, 2015

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Version/s:

On Mac OSX 10.8 with AMD Radeon GPU in Linear color space, 5.0 deferred shading has color differences (colors too dark) compared to ... Read more

0
votes
Postponed

Batching ignores flipped objects

Graphics - General

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Mar 08, 2015

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Version/s: 5.0.0f4

To reproduce the bug please follow the steps 1. Open "Test" project 2. Open "scene" scene 3. Play scene Take a look at "Flipped Pare... Read more

0
votes
Postponed

Camera's "Clear Flags" option "Don't clear" and "Depth only" renders dif...

Graphics - General

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Aug 14, 2014

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Version/s: 4.5.1f3

Camera's "Clear Flags" options "Don't clear"/"Depth only" renders differently on editor and win standalone. Reproducible on 4.3.4, ... Read more

0
votes
Not Reproducible

[Onboarding] Scene built and played in windowed mode is displayed incorr...

Graphics - General

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Oct 23, 2014

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Version/s: 4.5.5p2

Open the attached project and open the Octopus_1k_bones scene. Build a player with these build/player settings: Target Platform = Wi... Read more

4
votes
Fixed

[Callbacks] When disabling renderer on one object, OnBecomeVisible is ca...

Graphics - General

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Dec 19, 2014

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Version/s: 4.6.1f1

Steps to reproduce this issue: 1. Open the attached project 2. Open 'Test' scene 3. It has 3 objects which logs OnBecameVisible() a... Read more

0
votes
Fixed

[Graphics] Too dark screen on DX11 when non-native fullscreen resolution...

Graphics - General

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Jun 10, 2015

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Version/s: 5.1.0f3

Steps to reproduce: 1. Open the attached project 2. Build the project for Windows standalone 3. Run the project, select the resolut... Read more

0
votes
Fixed

Rendering opaque geometry should happen more front to back than it is now

Graphics - General

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Mar 26, 2015

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Version/s: 5.1.0a5

Unity seems to sort by material first and then front-to-back within each cluster. The materials themselves are not sorted front-to-b... Read more

1
votes
Fixed

Mesh.MeshData.SetVertexBufferParams function is not compatible with Burst

Graphics - General

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Jun 25, 2020

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Version/s:

SetVertexBufferParams function of Mesh.MeshData uses params VertexAttributeDescriptor[] attributes that doesn't compile with Burst. ... Read more

0
votes
Fixed

Checking/Unchecking "Mipmaps" breaks the mipmaps

Graphics - General

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Sep 15, 2014

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Version/s: 4.5.3f3

To reproduce: 1. Open attached project 2. Open Test scene 3. Select cubemap_arctic in project view 4. Check/Uncheck Mipmaps checkbo... Read more

0
votes
Fixed

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