Describe the bug
There seems to be an issue with multi display setups. (When you're got multiple cameras, with multiple UI canvas rendering to different display indices).
Depending on which canvas is the "main" display, and which one aren't, certain UI elements will get entirely black UI mask textures and disappear. The bug seems to be really inconsistent and hard to reproduce.
To Reproduce
Steps to reproduce the behavior:
- Duplicate "ScrollRectTest" scene.
- Duplicate every camera/canvas, assign one of each to display 2
- Embed another mask (e.g. another scroll rect) within the display 2 scroll rect (see fig 1)
- Press play
- Duplicate the game view, one on display 1 and one on display 2
- Click on display 1
- Notice how one of the mask on display 2 might disappear (see fig 2)
Fig 1:

Fig 2:

Expected behavior
The mask on the second screen should not disappear once the first screen is focused. This bug also happens in a build.
Environment:
- Version 3.5.0
- Platform: Both Windows Editor & Build
- Unity version: 6000.0.58f2
Additional context
Add any other context about the problem here.
Describe the bug
There seems to be an issue with multi display setups. (When you're got multiple cameras, with multiple UI canvas rendering to different display indices).
Depending on which canvas is the "main" display, and which one aren't, certain UI elements will get entirely black UI mask textures and disappear. The bug seems to be really inconsistent and hard to reproduce.
To Reproduce
Steps to reproduce the behavior:
Fig 1:


Fig 2:
Expected behavior
The mask on the second screen should not disappear once the first screen is focused. This bug also happens in a build.
Environment:
Additional context
Add any other context about the problem here.