Search Issue Tracker
Fixed in 10.1.2
Votes
0
Found in [Package]
6.7.1
Issue ID
1169487
Regression
No
[URP] Particles' Depth Texture is not rendered when MSAA is enabled
How to reproduce:
1. Open user's attached "VFXDepthExample.zip" project
2. Open Scene "ParticleDepth"
3. Notice that: Camera with MSAA enabled (bottom) is not rendering the Depth Texture in Game View, camera (top) with MSAA disabled is rendering the Depth Texture in Game View, Particles' Depth texture is not rendered in Scene View at all
Expected result: When MSAA is enabled, LWRP Particles' Depth Texture is rendered in Game View, Particles' Depth Texture is rendered in Scene View
Actual result: When MSAA is enabled, LWRP Particles' Depth Texture is not rendered, Particles' Depth Texture is not rendered in Scene View
Reproducible with: 2019.2.0b9(LWRP 6.7.1), 2019.3.0a7(LWRP 6.7.1, 6.9.0)
Not reproducible with: 2019.2.0b10(LWRP 6.9.0)
Note: Could not test 2017.4.0f1, 2017.4.30f1 because Package Manager compatibility starting with Unity version 2018.1
Could not test 2018.3.0a1, 2018.4.4f1, 2019.1.0a1, 2019.1.9f1. 2019.2.0a1, 2019.3.0a10 because of errors: CS0246, CS0115, "Assembly has reference to non-existent assembly" or pink textures
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
- Silent crash when clicking in Scene View in a specific project
- The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
- Graphics Compositor breaks Unity rendering when the "Output Camera" is changed to a scene Camera and one Camera SubLayer is active
- The Editor freezes on RenderGraphViewer.Repaint when entering too many characters in search fields without character limits
- Adding a new SubLayer in Graphics Compositor renders BaseLayer darker and makes it flicker
Resolution Note (fix version 10.1.2):
Fixed in 2020.2.0b12 VFX Graph 10.2.0. Actually, MSAA shouldn't enable depthPass. However, URP output requires depthOnly passes for opaque.
Thanks for this report.
https://github.com/Unity-Technologies/Graphics/commit/7fee65e1011cca6f5ebc9d26092807a39274d0c4