Unity Issue Tracker - Framebuffer blends material instead of rendering opaque
Closed
UUM-99452
Framebuffer blends material instead of rendering opaque
Unity: XR SDK
Won't Fix
6.4.X
6.3.X
6.2.X
6.1.X
6.0.X
2022.3.X
2021.3.X
Cancelling: the 6000.1 version has reached its end of life. If you need additional fixes, please upgrade to a newer Unity version.
Reproduction steps:
1. Open the attached project “ReproProject“
2. In the Build Profiles, switch to Android platform
3. Build the .apk build to Quest
4. Look up and observe the result in the built Player
Expected result: The spheres should be of white color
Actual result: The spheres are of black color
Could not test in Play Mode, due to headset not connecting to the Editor’s Play Mode
Could not test in Windows Standalone Player, due to unsolvable errors when trying to build
The customer noted that the issue reproduces for them when entering Play Mode via Meta Quest Link, CQA could not reproduce it there
Though the report mentioned that the client upgraded from 2022.3.9f1, the issue is still reproducible as early as on 2022.3.5f1
User noted: The camera's clear color appears black instead of blue due to alpha being set to 0, and the sphere objects are invisible because its material's ColorMask only writes RGB, not alpha. This suggests the framebuffer is blending when it should be opaque. A possible cause might be a bug where mixed reality mode is always enabled in XR applications, as mixed reality often uses the framebuffer's alpha for blending with real-world camera input
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