Search Issue Tracker

By Design

Votes

0

Found in

2020.3.36f1

2021.3.5f1

2022.1.8f1

2022.2.0a18

2023.1.0a2

Issue ID

UUM-8737

Regression

No

URP Custom Render Pass renders black in build when using OpenGLCore Graphics API

-

How to reproduce:
1. Open project "1423625_opengl-2021.3 (2).zip"
2. Press Edit -> Project Settings -> Player -> Other Settings
3. Disable "Auto Graphics API for Windows"
4. Choose OpenGlCore as Graphics API
5. Press File -> Build And Run

Expected result: the screen is rendered red
Actual result: the screen is rendered black

Reproducible with: 2020.3.36f1, 2021.3.5f1, 2022.1.8f1, 2022.2.0a18, 2023.1.0a2

Reproducible on: Windows 10 Pro

Note: issue doesn't appear when using Direct3D11 Graphics API

  1. Resolution Note:

    In the custom render pass a Temporary RT is used and never cleared: https://docs.unity3d.com/ScriptReference/RenderTexture.GetTemporary.html
    As the documentation says you can't rely on the previous contents of the RT. And because a custom shader is used for the blit (that has depth testing enabled) it does not pass the depth test only on OpenGL. https://docs.unity3d.com/Manual/SL-PlatformDifferences.html

    I would recommend disabling depth testing in the custom shader or clearing the temporary RT.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.