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0
votes
By Design
[ImageEffects] Tonemapping is active in both Scene and Game views when H...
How to reproduce: 1. Open a new project2. Import the Effects Standard Asset3. Create a game object that would be visible in the scen... Read more
2
votes
Fixed
[ImageEffects] Bloom is missing the 'Use Alpha Mask' property described ...
How to reproduce: 1. Open a new project2. Import the Effects Standard Asset3. Attach a Bloom component to the Main Camera- Note how ... Read more
1
votes
Fixed
PhysicMaterials missing from Standard Assets
Present under SampleScenes, but not Standard Assets. Only the three being used are here. I will re-add these to the repo, but this f... Read more
0
votes
Not Reproducible
Shader compilation errors with the NFAA antialiasing effect
The NFAA antialiasing effect in the standard assets requires Shader Model 3.0. However, it lacks a proper shader target declaration ... Read more
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Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS