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RenderTexture-based props render corrupted (black center + rainbow edge flicker) after using a mirror when MSAA anti-aliasing is enabled — AMD RDNA2 / Unity 6
## Summary On an AMD Radeon RX 6650 XT, with VRChat's Anti-Aliasing set to x2 (MSAA), using a world mirror causes props that display a RenderTexture (screens / video players / custom-shader props) to render corrupted: a black center with multi-colored (red / yellow / blue / green) flickering bands around the edges. The corruption persists after leaving the mirror, and clears only when the player looks away from the affected prop and back. VRChat's in-game camera captures the same props CORRECTLY while the main view is corrupted. Setting Anti-Aliasing to Off completely resolves the issue. ## Environment VRChat Build: 2026.3.3-1919-27c41b24d2-Release Unity Version: 6000.0.67f1-DWR Graphics API: Direct3D 11.0 [level 11.1] GPU: AMD Radeon RX 6650 XT (RDNA2 / Navi 23), 8 GB VRAM Driver: AMD Software Adrenalin Edition 26.9.2, driver 32.0.21045.11001 (2026-09-25) OS: Windows 11 Pro, build 26200 Display: 1920x1080 @ 180 Hz World where reproduced: wrld_0f204305-922c-4548-9008-12d4ac2d1da6 VRChat Graphics Settings: Quality = Low, Anti-Aliasing = x2 (reproduces) / Off (fixed) Launch options: none relevant (issue reproduces without any launch options) ## Steps to Reproduce Set Settings -> Graphics -> Anti-Aliasing to x2 (MSAA). Join a world that contains a mirror (VRC_MirrorReflection) and at least one prop that displays a RenderTexture (e.g. a screen or video player). Open / look into the mirror and observe the scene through it. Exit the mirror view and look at the RenderTexture-based prop. ## Actual Result The prop renders with a solid black center and multi-colored (red / yellow / blue / green) flickering bands around its edges. The colors shift as the camera rotates. The corruption persists even when no longer looking through the mirror. Looking away from the prop until it leaves the view, then looking back at it, restores correct rendering. VRChat's in-game camera renders the same prop CORRECTLY while the main view is corrupted. ## Expected Result Props should continue to render normally after using a mirror. ## Workaround Set Settings -> Graphics -> Anti-Aliasing to Off . With MSAA disabled the corruption no longer reproduces. Reducing the mirror resolution or avoiding the mirror also prevents it. ## Log Evidence Warning - 'R8_SRGB' is not supported. RenderTexture::GetTemporary fallbacks to R8G8B8A8_SRGB format on this platform. Use 'SystemInfo.IsFormatSupported' C# API to check format support. at VRC.SDKBase.VRC_MirrorReflection.RenderMirror (UnityEngine.RenderTexture targetTexture, UnityEngine.Vector3 camPosition, UnityEngine.Quaternion camRotation, UnityEngine.Matrix4x4 camProjectionMatrix) at VRC.SDKBase.VRC_MirrorReflection.RenderMirrorCameras ( UnityEngine.Camera currentCamera, VRC.SDKBase.VRC_MirrorReflection+ActiveRenderModes visibility) at UnityEngine.Experimental.Rendering.ScriptableRuntimeReflectionSystemWrapper .Internal_ScriptableRuntimeReflectionSystemWrapper_TickRealtimeProbes (System.Boolean& result) ## Hypothesis RenderTexture::GetTemporary is Unity's pooled temporary render texture. The mirror and RenderTexture-based props draw from the same pool. On this AMD configuration R8_SRGB is reported as unsupported and Unity falls back to R8G8B8A8_SRGB . Combined with the extra MSAA resolve pass performed by the mirror's render texture, the pooled RT appears to be handed back with a mismatched format / stale binding state, so props that sample a RenderTexture receive scrambled channels (black center + rainbow banding). The in-game camera being unaffected indicates per-camera render state pollution rather than asset or shader compilation corruption. Disabling MSAA removes the resolve pass and the issue. ## Attachments Two screenshots taken 2026-10-04 08:48 (local time) while the bug was active on the same prop.
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