RenderTexture - Depth Buffer Not Supported on WP8?

I’m trying to use RenderTextures as a workaround for the lack of Anti-aliasing support on Windows Phone and Windows Store platforms.

I have a strange issue where on Windows Phone 8 my RenderTextures behave as though their Depth Buffer is set to 0 bits, with objects further away being rendered on top of ones nearer the camera, despite being set to either 16 or 24 bits. Specifically I’m seeing this on a NOKIA Lumia 630 running Windows Phone 8.1. The RenderTexture behaves normally in the editor and in a Windows Store build.

Is there any documentation on this - I can’t seem to find any? Is it just that RenderTexture functionality on WP8 is reduced, or is it a specific limitation of the device?

EDIT: Turns out the depth sorting issue only arises when Anti-Aliasing is enabled…

Hi, I haven’t seen those depth sorting issues before. Could you file a quick bug report?

No problem - I submitted a report here: http://fogbugz.unity3d.com/default.asp?626884_jbfkuirj55bgtblp

I can reproduce this 100% of the time on a NOKIA Lumia 630 running Win 8.1. It does not seem to occur on the NOKIA Lumia 520 running Win 8.1.

I am not sure about other model or earlier versions of Win Phone 8.1