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Under Consideration for 3.4.X

Votes

9

Found in [Package]

3.4.1

Issue ID

PPB-61

Regression

No

Post Processing produces a dark screen in WebGL builds when opened on MacOS M3 or iOS devices

Package: PostProcessing

-

Reproduction steps:
1. Open the attached “ASDQWE” project
2. Build the Player (File > Build And Run)
3. Observe the Player

Expected result: A model is visible
Actual result: No model is visible

Reproducible with: 3.2.2 (2021.3.19f1), 3.4.0 (2022.3.17f1)

Reproducible on: Safari 17.4 browser and MacOS Sonoma 14.4 (M3),  iPhone 15 Pro, Windows 10 (user’s)
Not reproducible on: MacOS Sonoma 14.3.1 (Intel), (M1), (M2), MacOS Mini (Intel)

Notes:
- Not reproducible on Arc MacOS Sonoma 14.4 (M3)
- Intel MacOS device was tested with Firefox, Chrome, Safari; M1, and M2 on the Safari browser
- The issue was not reproduced locally by CQA

Comments (4)

  1. FrenzyTheHedgehog

    Aug 14, 2024 21:24

    The issue appears to be in the generation of the 2DLUT for the color grading.

    If anyone is looking for a temporary work around, I've added some custom code that allows saving of the HDR LUT to a .exr file. I also added a mode for a External2D more that you can drop this HDR LUT into, if you set the texture2d to ASTC HDR 4x4 or RGBAHalf, disable mips it will look like your original settings. I'm not sure how to share this fix, I was planning on forking the latest version of the postprocessing stack on github but I cannot find it. So if anyone is interested and nows a good way of sharing it drop me a message.

  2. a-bottosso

    Jul 08, 2024 15:01

    Same here, please fix this

  3. leezak5555

    Jul 05, 2024 13:24

    Bump. Some games cannot remove color grading option. Developers out there are losing a lot of players because apple M3 devices see a black screen. This needs to be fixed urgently.

  4. Sirodzhiddin

    Jun 05, 2024 10:54

    I also encountered this problem. Having studied it in detail, I found out that the problem was in Color Grading. By turning off this option, the picture appeared.

    _volume.profile.TryGetSettings(out _colorGrading);
    _colorGrading.active = active;

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