Possible problem with VertexLit Shader in Unity 2.1?

Hey folks,

I’m having a problem with the VertexLit shader in Unity 2.1. On my PC there are random pixels that flicker on and off at a seemingly random interval.

I’ve been unable to capture a screenshot since the problem flickers on and off. Basically everything seems rendered properly and then suddenly there will be a flicker where a few blocks of pixels change colors (it is possible that this color is revealing the color of the mesh below it; I’m not certain).

I did not have this problem in Unity 2.0; also it doesn’t appear to be a problem on my Mac.

It only seems to happen when I have a lot of high-poly meshes that overlap each other (which sadly is vital to my project).

Has anyone else experienced any problems with the VertexLit shader? I tried adjusting the nearClipPlane and farClipPlane of my camera to no avail. I also seemed to have the same results with the Diffuse shader.

Thanks,
Jared

What is the graphics card, OS and graphics driver version?

Also, it would help to file a bug report and attach the project that clearly shows the issue.

OS: Windows XP Professional Version 2002 SP2
Graphics card: NVIDIA Quadro FX 3450/4000 SDI
Driver version: 8.1.7.6

This is a web player project, which I neglected to mention earlier. The problem occurs on this PC in both IE and Firefox.

I tried an older PC and it seemed to work fine. Here are the specs for that machine:

OS: Windows XP Professional Version 2002 SP2
Graphics Card: GeForce4 Ti 4200
Driver version: 6.6.9.3

I’ll look into filing a bug report, though I’m not sure I will be able to attach the project. When you say “attach the project” do you want all of the Unity project files, or would the compiled web player suffice?

Thanks,
Jared

We need the complete project folder. Please post the case number once you have uploaded the project folder.

All right, I’ll see what I can do. Thanks for letting me know.

-Jared

Hey folks,

I’m still working on getting a project together that I’m able to release to the Unity team.

In the meantime I’ve been playing around with the Quality Settings and I found that the pixel flickering problem seems to go away if I disable antialiasing.

Sadly, I don’t really want to disable antialiasing as it makes the project look much, much better.

I just thought I’d throw that out there to see if that gave a clue as to what is happening. I’m guessing there are just too many models too close together, but who knows.

Has anyone else had problems with rendering after enabling antialiasing?

Thanks,
Jared

Do you mean enable anti alias on driver level or in the settings.

Driver: never enforce it
Because if you use reflection - refraction, enforcing it either will crash the app or make it render nothing.

Thanks for the info Dreamora.

I was enabling the anti-aliasing in the Unity Quality Settings, not at the driver level… which shouldn’t cause any problems that I know of.

-Jared

What driver did you install?
The quadro Graphics driver or the performance?

from the description it looks like the first is for gaming and the later for CAD so the later could suffer from special behavior that are opted for 3D modelling / rendering apps.

From your version desc it looks like you are on the later.

Thanks again for the help Dreamora.

I tried downloading the latest Quadro Graphics Driver from NVIDIA at Official Drivers | NVIDIA

This seems to have improved the problem somewhat but I’m still getting the pixel flickering. I could just be imagining an improvement as the flickering seems pretty random, I’m not sure.

The new driver version is: 6.14.11.6996

-Jared