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Depth buffer not set correctly when using CubeTextureArrays

Discussion in '2018.1 Beta' started by ChannexDK, Apr 9, 2018.

  1. ChannexDK

    ChannexDK

    Joined:
    Apr 14, 2015
    Posts:
    15
    Cube texture arrays are mostly undocumented, but are really useful when creating custom rendering. Lately (since sometime during the 2017 cycle) rendering into such an array unfortunately ignores the depth buffer and as such the z-ordering of the geometry rendered is more or less random. I have already posted and confirmed a bug (case 988019) which I was told "was forwarded to the developers" (in January!).

    This has broken our realtime shadow setup for a couple of months and really discouraged me from implementing our render setup as a scriptable render pipeline - why bother, when basic rendering features are undocumented and broken.

    Any news from the developers on this bug?
     
  2. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Hi ChannexDK,
    We have this bug fixed in 2018.2 and the fix will also be backported to 2017.4 and 2018.1 in the following weeks. Sorry for the lack or correspondance earlier.