Search Issue Tracker
Fixed in 2020.3.47f1
Fixed in 2023.2.0a3
Votes
0
Found in
2021.3.12f1
2022.1.22f1
2022.2.0b14
2023.1.0a8
2023.2.0a1
Issue ID
UUM-18604
Regression
No
[M1] Rendering artifacts when transparent shader writes to depth buffer when using deferred rendering
Reproduction steps:
1. Open the user’s attached project
2. Inspect the Scene view
3. In the Hierarchy select the “Main Camera” Game Object and change the rendering path to”Deferred”
Expected result: The Scene view shows the Scene and its Game Objects without any interferences
Actual result: The Scene view has artifacts
Reproducible with: 2021.3.12f1, 2022.1.22f1, 2022.2.0b14, 2023.1.0a18
Could not test with: 2020.3.41f1 (No Silicon Editor)
Reproducible on: macOS Monterey 12.6 (M1)
Not reproducible on: Windows 10, macOS Monterey 12.6 (Intel)
Note: Not reproducible with Rosetta
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
- 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
Resolution Note (fix version 2020.3.47f1):
Fixed by https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-21567
Resolution Note (fix version 2023.2.0a3):
Fixed by https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-21567