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Won't Fix
Votes
0
Found in
2018.3.0a10
2018.3.14f1
2018.4.0a1
2019.1.0a1
2019.2.0a1
2019.3.0a1
2020.1.0a1
Issue ID
1165878
Regression
No
[Mobile][Editor] Opaque Mesh Renderers don't show up in RenderTexture below Transparent Queue value
To reproduce:
1. Download attached "poi_project.zip" project and open in Unity
2. Open "ExampleScene_mainframe" scene
3. Open Game View and observe how a Scene should look like
4. Build for iOS
5. Deploy the Xcode project to the iOS device
6. When App is started observe that Opaque Mesh Renderers don't show up in RenderTexture below Transparent Queue value
Notes:
- This issue happens on OS, Android (Mono and IL2CPP) and on Unity Editor when you are in Play mode
- If You set Player to Standalone, everything works as Expected
- For some reason sometimes Editor broken view and Mobile broken view differs
- Workaround: In ImageEffectManager.cs on 61 line change depth 0 value to 16
- I cannot check for Regression on Unity 2018.3.0a9 and lower because the project becomes Corrupted or just crashes
- Images and Videos for reference are attached in the Comments section
Tested with:
- iPhone 8 Plus, iOS: 12.2 - Reproduced
- iPhone X, iOS: 13 - Reproduced
- iPhone XR, iOS: 12.0 - Reproduced
- VLNQA00262, Sony Xperia XZ Premium (G8141), Android 9, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540 - Reproduced
Reproduced on Unity 2018.3.0a10, 2018.3.14f1, 2018.4.7f1, 2019.2.2f1, 2019.3.0a12 and 2020.1.0a1
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Resolution Note (2020.1.X):
This is user error plus some well-hidden design decisions on our side:
First of all it seems (from the way the scene is done) that user expects ALL objects to be sorted back-to-front, which is not true (if anything, for opaque objects the preferrable sorting way would be front-to-back to discard as much fragments as possible due to depth test)
Now, Camera HDR mode is set to "Use Graphics Settings", and by default (project uses defaults) that means fp16 HDR on desktops and no HDR on mobiles.
So when camera renders to RT without depth:
- on desktop: it has non-HDR *color* format sowe create temp interim RT *with* depth, render to it just fine, and then blit to target RT
- on mobiles: we render directly to RT without depth, resulting in artefacts
If you have any doubts it is easy to repro this behaviour on desktops by disabling HDR on main camera