Search Issue Tracker
Fixed in 5.0.X
Votes
0
Found in
Issue ID
671132
Regression
No
5.0 Deferred Shading makes Masked world space UI not work
UI Masks in world space canvases don't work with Unity 5.0 deferred shading.
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
- Changing the Visual Element size moves it when two visual elements are close to each other
- Open Reference for Default Style Sheet asset redirects to missing page
- Undoing changes to Default Style Sheet does not show change until editor refresh
- TextMeshPro Caret has an active raycast when TMP_InputField is non-interactable
- Shadows do not smoothly fade in when transitioning between real-time shadows and baked distance shadows
PeterB
Nov 12, 2015 10:40
This problem is NOT fixed. It persists even in 5.2.2p3.
Aras
Jun 28, 2015 14:22
This one is fixed "by design", see http://docs.unity3d.com/ScriptReference/Camera-clearStencilAfterLightingPass.html
Also Unity 5.2 will have most simple cases of masking working without a stencil buffer, so this unfortunate interaction with deferred shading will not exist anymore.
Steve Tack
May 20, 2015 19:47
I've run into maybe the same issue where geometry behind a world space canvas is causing clipping in children of a masked area. This was from February. Is there a way to find out what future release the fix will be included in?