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.
Comments (3)
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
- Frame Debugger is not disabled when switching Scenes if the Frame Debugger window is not open during the transition
- Standalone Profiler Targets another Project if a Standalone Profiler was launched in it before when switching between Edit or Play Mode Targets
- Crash on ForwardRenderLoopJob when opening a specific project
- [Android] Memory leak and eventual crash on Snapdragon 8 Gen 1+ devices when a Clear Pass is executed after Framebuffer Fetch
- PhysicsRaycaster ray length is incorrect when casting from rotated Camera
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?