Search Issue Tracker
Fixed in 13.1.2
Votes
0
Found in [Package]
12.0.0
Issue ID
1376487
Regression
Yes
[2D URP] Global Light with shadow settings enabled break batching
[2D URP] Global Light with shadow settings enabled break batching
Global Light 2D with "Shadow Intensity" and "Shadow Volume Intensity" enabled, causes layer batching to break
Repro steps:
1. Open Batch2DURP.zip project in Unity 2021.1.1f1 or above
2. Open SampleScene and select Global Light 2D, switch Inspector to Debug mode
3. Observe "Shadow Intensity Enabled" and "Shadow Volume Intensity Enabled" checked
4. Open Frame Debugger and enable it
5. Under Draw All Renderers > Draw Layer Batch > RenderLoop.Draw, observe 2 Draw Dynamic calls as the capsules in scene are drawn separately
Expected results: Only 1 Draw Dynamic call, capsules in scene are drawn together/batched
Actual results: 2 Draw Dynamic calls, capsules in scene are not drawn together/batched
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Memory leak when a lot of UI elements are spawned and despawned
- Warnings are not logged in the Console window when using external code analyzers
- Errors “TLS Allocator ALLOC_TEMP_TLS, underlying allocator ALLOC_TEMP_MAIN has unfreed allocations, size 288“ appear constantly when Prefab is open
- Crash on PPtr<Shader>::operator or NullException errors spammed in console when calling Dispose() on null GraphicsBuffer with baked Reflection Probes
- “EndRenderPass: Not inside a Renderpass” and other Render Graph errors in the Player when Render Graph is enabled and Overlay UI is used
Resolution Note (fix version 13.1.2):
Fix for this issue is available on Unity 2022.1.0b1 and above
Resolution Note:
Fix for this issue available on Unity 2021.2.16f1 and above