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Grabpass make depth buffer lost in iOS with MSAA

Discussion in 'General Graphics' started by kittycon, Apr 25, 2018.

  1. kittycon

    kittycon

    Joined:
    Jan 12, 2016
    Posts:
    15
    I add the grabpass in water shader, it works fine in editor. But in iOS, the z-test is wrong for any pass behind the grabpass, the result looks like water behind mountain become front. When I disabled the MSAA, it works fine again.

    env:
    unity 2017.3.1p4
    iphone se, ios 11.2.5, metal
     
  2. kittycon

    kittycon

    Joined:
    Jan 12, 2016
    Posts:
    15
  3. chenditc_hyfield

    chenditc_hyfield

    Joined:
    Dec 28, 2016
    Posts:
    3
    Same issue with my project.
     
  4. qzq

    qzq

    Joined:
    Oct 30, 2018
    Posts:
    3
    I have the same problem
     
  5. qzq

    qzq

    Joined:
    Oct 30, 2018
    Posts:
    3
    When I use GrabPass, Z order does not work in IOS. Does anyone know how to solve it?
     
  6. talent_jian

    talent_jian

    Joined:
    Jul 5, 2015
    Posts:
    1
    i have the some promble,
    and use commandBuffer.bilt after opaqud will caused this problem
     
    Last edited: Feb 13, 2019
  7. changchou

    changchou

    Joined:
    Mar 17, 2014
    Posts:
    2
    I have the same problem
     
  8. CGame-Olncy

    CGame-Olncy

    Joined:
    May 19, 2017
    Posts:
    8
    I have the same problem, too.
     
  9. aldrickbanks

    aldrickbanks

    Joined:
    Jul 18, 2019
    Posts:
    9
    Last year in my project,I found grabpass+iOS+MSAA = rendering errors.I had to remove grabpass cuz MSAA seems more important then.

    After one year,I would like to know is it solved on build 2017.4.26 and later version?

    Anyone still following this issue?
     
    Last edited: Aug 28, 2019
  10. tangwilliam

    tangwilliam

    Joined:
    May 4, 2016
    Posts:
    22
    I came into the same problem. 2018.1.6. Has anybody found out how to solve this ?