Search Issue Tracker
Fixed in 8.1.0
Votes
0
Found in [Package]
7.1.1
Issue ID
1215584
Regression
Yes
[URP] Incorrect colors in Scene when using Subtractive and Multiply Blend Mode in Gamma Color Space
Reproduction steps:
1. Create a new URP Template project and enter a new Scene
2. Switch Scene view to 2D
3. Create a 2D Renderer and assign it to the current Pipeline Asset in use
4. On the 2D Renderer Create new Blend Style that uses Subtractive Blend Mode
5. Create a Global Light that uses Default Blend Style (Multiply) and a Parametric Light that uses Subtractive Blend Style
6. Create a new Global Volume with Bloom effect (Intensity > 0 & Threshold < 1.25)
7. Create a new Sprite Renderer and attach "Untitled.png" to it
8. Make sure the Sprite is affected by both Lights
9. In Player Settings Change the Color Space to Gamma
10. Observe the Scene view (may require zooming in/out, adjusting the Sprite)
Expected result: Scene is rendered normally
Actual result: all colors in the Scene change to similar to the color of the Sprite
Reproducible with: URP 7.1.1 (2019.3.0b4), URP 7.1.8 (2019.3.0f6, 2020.1.0a22)
Not reproducible with URP 7.0.1 (2019.3.0b4)
Could not test with: 2017.4, 2018.4, 2019.2 because there are no Light Blend Styles in 2D renderer data
Notes:
1. The Sprite used can to be yellow, green, blue (tested with MS paint colors. Color does not have to take up the entire Sprite but I was not able to pinpoint the specific area and there are many other colors to reproduce the issue as shown by the user)
2. The Camera must be active in the Scene for the issue to reproduce
3. This is a package regression. Regression version: 7.1.1 (does not reproduce with 7.0.1)
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
- Color mismatch in UI Builders Library panel when the Editors theme is set to Light Mode
- [Android ] "AndroidJNI.ToBooleanArray" returns a random non-zero value instead of "IntPtr.Zero" when the method argument is null
- Non-HDR color picker opens when selecting material color with HDR enabled
- Crash on EditorApplication:Internal_CallUpdateFunctions when pushing property block by index to SpriteShapeRenderer
- Depth Texture Mode "After Opaques" breaks when "Full Screen Pass Renderer Feature" is added
Resolution Note (fix version 8.1.0):
Fixed in Universal Render Pipeline 8.1.0