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Won't Fix
Won't Fix in 6000.5.X
Votes
10
Found in
6000.0.51f1
6000.1.8f1
6000.2.0b6
6000.3.0a1
6000.4.0a1
6000.5.0a1
Issue ID
UUM-109377
Regression
No
[Quest][GLES3] Transparent materials disappear due to FullScreenRenderPass on Quest when Multiview/SPI is used with MSAA on OpenGLES3
Steps to reproduce:
1. Open the attached user's project "MSAA_SPSBlit.zip"
2. Switch to Android Platform
3. Ensure OpenGLES3 is set as the Graphics API and Multiview/Singlepass Instanced is selected
4. Ensure MSAA is enabled in the Main Camera
5. Build to a Quest 3/3S devices
6. Turn the HMD around and observe the transparent materials on the rendered UI Objects disappearing
Expected Results: transparent materials on the rendered UI Objects do not disappear
Actual Results: transparent materials on the rendered UI Objects disappear
Reproducible with: 6000.0.51f1, 6000.1.8f1, 6000.2.0b6
Could not test with 2021.3.52f1 and 2022.3.63f1 due to shader and TMP related build errors
Reproducible with these devices:
VLNQA00644 - Oculus Quest 3S (Quest 3S), CPU: Google Tensor G2, GPU: Adreno 740, OS: 14
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
Environment tested: Windows 11 24H2
Notes:
-Reproduces only if MSAA (2x,4x,8x) is enabled
-Reproduces only with OpenGLES3
-Reproduces only with Multi-view/SinglePass Instanced
-Reproduces with both OpenXR and OculusXR plugins
Comments (3)
-
mrazoSenseArena
Jan 30, 2026 12:08
I would like to add that objects rendered with ZTest [always] shaders are not influenced by this issue
-
Kronnect
Jan 05, 2026 20:55
Reproducing the issue here as well under same conditions.
-
himanchalsharmaa
Jun 13, 2025 17:50
Just to add onto it, it’s not that this particular pass causes rendering to break. Any kind of pass insertion with the above mentioned MSAA+Singlepass+OpenGL combination breaks it. You could create a temporary color(no depth) RT with the exact same camera descriptor and blit to it(disable pass culling), it would still break. Such a pass is technically doing nothing. FullScreenRenderPass is just the easiest way to replicate.
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Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Resolution Note (6000.5.X):
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.