When using 16-bit depth buffer format for performance with depth LSR/HL2 device, stencil buffer is not created. Developers using mask operations, if in 2d space and coplanar, can use the RectMask2D unity component to still utilize 16-bit buffer format while getting stencil operations.
Note: to others reading this, using 24-bit depth buffer format in Unity will create an 8-bit stencil buffer and fix any features utilizing a stencil buffer.
See RenderTexture.depth for details on the depth buffer format and stencil buffer
Related: #5784
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This issue has been marked as stale by an automated process because it has not had any recent activity. It will be automatically closed in 30 days if no further activity occurs. If this is still an issue please add a new comment with more recent details and repro steps.
This is something I should probably still add!
This issue has been marked as stale by an automated process because it has not had any recent activity. It will be automatically closed in 30 days if no further activity occurs. If this is still an issue please add a new comment with more recent details and repro steps.
This issue has been marked as stale by an automated process because it has not had any recent activity. It will be automatically closed in 30 days if no further activity occurs. If this is still an issue please add a new comment with more recent details and repro steps.
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This is something I should probably still add!