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URP: Fixed the yflip issue when depth texture is required and color texture is not required in RenderGraph compatibility mode.
Reproduction steps:
1. Open the attached “IN-102817_DepthFlipped - Last Affected Version.zip” project
2. Open the “SampleScene”
3. In the Project window, select Assets > Settings > “URP-HighFidelity” (select the URP asset that is enabled in the Project Settings)
4. In the Inspector, in the “Quality” settings category, make sure that:
4.1. “HDR” is unchecked
4.2. “Anti Aliasing (MSAA)” is set to “Disabled”
4.3. “Render Scale” is set between > 0.95 and <= 1.05
4.4. “Upscaling Filter” is set to “Automatic”/”Bilinear/”Nearest-Neighbor”
5. In the Project window, select Assets > Settings > “URP-HighFidelity-Renderer” (select the Universal Renderer Data of the URP asset that is enabled in the Project Settings)
6. In the Inspector, make sure that:
6.1. “Rendering” > “Rendering Path” is set to “Forward”
6.2. “Rendering” > “Rendering Path” > “Depth Priming Mode” is set to “Disabled”
6.3. “Post-processing” > “Enabled” is unchecked
6.4. “Compatibility” > “Intermediate Texture” is set to “Auto”
6.5. “Overrides” > “Stencil” is unchecked (optional, but enabling it will expose you to settings that might disrupt the reproduction of the issue)
6.6. All of the “Renderer Features” are disabled (unchecked)
7. Go to the Frame Debugger window and make sure it is enabled
8. Select the “CopyDepth” rendering event in the Frame Debugger’s Event Hierarchy
9. Observe the Game view or the “Output / Mesh” > “Output” in the Frame Debugger’s Event Information Panel
Expected result: The depth texture is rendered the correct way up
Actual result: The depth texture is rendered upside down
Reproducible with: 2022.3.3f1, 2022.3.63f1
Not reproducible with: 2022.2.21f1, 2022.3.2f1, 2023.1.0a1, 6000.0.50f1
Fixed in: 2023.1.0a1
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Notes:
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