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Bug GrabPass shaders not working on Android when enabling 'Use HDR'

Discussion in 'Android' started by PeterAEG, Jun 10, 2021.

  1. PeterAEG

    PeterAEG

    Joined:
    Jul 29, 2020
    Posts:
    4
    Today I've figured out that using a GrabPass in a shader doens't work on Android when 'Use HDR' is enabled in the Graphics Settings on OpenGLES3. I've written a bug report to Unity about this and currently we have no work-around that doesn't come with its own caveats.

    The wierd thing is that it seems that the entire shader doesn't work. As if just the GrabPass would fail; I'd expect random reads or reads from an unassigned texture to corrupt the screen at least. But it almost seems like the entire shader just doesn't write anything to the frame buffer or is skipped entirely. The frame debugger however, shows the passes just fine.

    I've not been able to reproduce this on Vulcan; so that might be an option for some.

    I'm posting this mainly for archival purposes and to help others who might start searching online for similar issues.