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@domdev can you share a screenshot of your settings?
don't have MSAA attachments with Store or StoreAndResolve: https://docs.unity3d.com/ScriptReference/Rendering.RenderBufferStoreAction.html :)
I think this depends on Unity version.
Can you just try with GLES3 and see if the performance is better? :)
You can add Vulkan back afterwards.
@andyz it's possible to make this work both proper and not, it really depends on your setup :)
Well, one doesn't need a preprocessor for that. Just some additional syntax to allow such behaviour :)
Did you try with only GLES3?
The bug report for the UI was about IMGUI, and did not contain any sprites. Sprites use a different shader.
Thank you, I'll pass this information...
@Claytonious does your camera that is supposed to render to the screen and the pipeline settings have MSAA enabled?
So, as far as I can tell, both the original issue (no color conversion for stuff rendered with LW/Universal RP) and the second issue (no color...
@Devil_Inside nope, this has nothing to do with it. Enabling any postprocessing on this GPU would lead to a performance drop.
2019.2 is not going to receive a fix for this. Please upgrade to 2019.3.
Turn off all postprocessing on this device. The GPU there is very weak.
@fherbst @Claytonious are you rendering to a backbuffer with MSAA?
@faveris_dt yes, please submit a bug report and specify, on which devices out there in the wild you see this. Perhaps our QA will be able to repro...
Yes, seems like that's the case.
So the only part that got removed was the KILL_ALPHA, which is no longer needed.
All other uses of the Final Blit...
@trooper yes, it's possible to have a separate link/instructions for downloading your project in the bugreport.
@exltus you're mixing something :)
you have separate checkboxes for iOS and Android for graphics API, and having Metal + GLES3 on iOS has no...
@Wuceng what keywords are enabled on your final blit pass?
To clarify: is UI rendered using TextMeshPro affected by this bug or not?
@Captain_Flaush I was not aware of any connection of this issue with TextMeshPro previously. Can you please report this bug and post the case...