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Votes
1
Found in
6000.0.60f1
6000.2.8f1
6000.3.0b6
6000.4.0a2
Issue ID
UUM-122600
Regression
No
CommandBuffer.DrawProcedural fails to render when RenderGraph and Metal Graphics API are enabled
How to reproduce:
1. Open the ‘GraphDrawProceduralIssue.zip' project
2. Navigate to Project settings → Graphics → Render Graph and enable Render Graph
3. Observe the GameView
Expected result: The triangle is rendered with Render Graph turned on
Actual result: The triangle is not rendered with Render Graph turned on
Reproducible with: 2023.3.0a16, 6000.0.60f1 (61dfb374e36f), 6000.2.8f1 (c9992ac36c34), 6000.3.0b6 (211490bb75a6), 6000.4.0a2 (79bd4f638ac0)
Could not test with: 2023.1.0a1 (Unresolvable console errors)
Reproducible on: macOS 26.0.1 (M1 Max), Windows 11
Not reproducible on: No other environments tested
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Resolution Note:
When using an UnsafePass, you must specify which RenderTarget attachment you are rendering to.
Instead of doing this:
```
builder.UseTexture(resourceData.activeColorTexture, AccessFlags.ReadWrite);
builder.UseTexture(resourceData.activeDepthTexture, AccessFlags.ReadWrite);
```
You should do:
```
builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.ReadWrite);
```
Alternatively, you could continue using the UseTexture functions, but you would need to use context.cmd.SetRenderTarget to specify the RenderTarget attachment.
Validated on D3D12 and Vulkan, it fixes the described problem.