Search Issue Tracker
Fixed in 3.2.0
Votes
1
Found in [Package]
3.0.3
Issue ID
1351502
Regression
Yes
[Post Processing] Meshes are rendered with background bleeding through them when using FXAA
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. Inspect the Game View
Expected result: FXAA is applied to the screen by blurring it with no additional problems
Actual result: Background bleeds through the Mesh when FXAA is applied
Reproducible with: 3.0.3, 3.1.1 (2019.4.29f1, 2020.3.15f1, 2021.1.16f1, 2021.2.0b6, 2022.1.0a4)
Not reproducible with: 3.0.1 (2019.4.29f1), 3.0.2 (2021.1.0b10, 2021.2.0a7)
Comments (1)
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
marchall_box
Jul 30, 2021 13:35
I don't understand this needs a vote. This is clearly a bug that needs to be fixed for PS5 launch using Postprocessing that is using a higher version of 3.0.3 and ALL ABOVE ve